Files
PNGTuber-Plus/main_scenes/main.gd

912 lines
28 KiB
GDScript

extends Node2D
var editMode = true
#Node Reference
@onready var origin = $OriginMotion/Origin
@onready var camera = $Camera2D
@onready var controlPanel = $ControlPanel
@onready var editControls = $EditControls
@onready var tutorial = $Tutorial
@onready var spriteViewer = $EditControls/SpriteViewer
@onready var viewerArrows = $ViewerArrows
@onready var spriteList = $EditControls/SpriteList
@onready var fileDialog = $FileDialog
@onready var replaceDialog = $ReplaceDialog
@onready var saveDialog = $SaveDialog
@onready var loadDialog = $LoadDialog
@onready var lines = $Lines
@onready var settingsMenu = $ControlPanel/SettingsMenu
@onready var pushUpdates = $PushUpdates
@onready var shadow = $shadowSprite
#Scene Reference
@onready var spriteObject = preload("res://ui_scenes/selectedSprite/spriteObject.tscn")
var saveLoaded = false
#Motion
var yVel = 0
var bounceSlider = 250
var bounceGravity = 1000
# Physics timing multiplier - adjust this to fine-tune physics speed
# 1.0 = very slow, 10.0 = reasonable, 60.0 = old frame-based speed
var physicsTimeMultiplier = 6.0
#Costumes
var costume = 1
var bounceOnCostumeChange = false
#Zooming
var scaleOverall = 100
#Camera Panning
var isPanning = false
var initialPanPosition = Vector2.ZERO
var initialCameraOffset = Vector2.ZERO
var cameraOffset = Vector2.ZERO
#View Mode Panning
var viewModePanning = false
var initialViewPanPosition = Vector2.ZERO
var viewPanOffset = Vector2.ZERO
var viewPanLerpSpeed = 3.0
var bounceChange = 0.0
#IMPORTANT
var fileSystemOpen = false
#background input capture
signal emptiedCapture
signal pressedKey
var costumeKeys = ["1","2","3","4","5","6","7","8","9","0"]
signal spriteVisToggles(keysPressed:Array)
signal fatfuckingballs
func _ready():
Global.main = self
Global.fail = $Failed
Global.connect("startSpeaking",onSpeak)
# Connect to StreamDeck if available
var streamdeck_node = get_node_or_null("/root/ElgatoStreamDeck")
if streamdeck_node != null:
streamdeck_node.on_key_down.connect(changeCostumeStreamDeck)
if Saving.settings["newUser"]:
print("DEBUG: MAIN._ready() - New user detected, loading default avatar")
_on_load_dialog_file_selected("default")
Saving.settings["newUser"] = false
saveLoaded = true
else:
print("DEBUG: MAIN._ready() - Existing user, loading last avatar")
var lastAvatar = Saving.settings["lastAvatar"]
print("DEBUG: lastAvatar setting: ", lastAvatar, " (type: ", typeof(lastAvatar), ")")
# Ensure lastAvatar is a string, not a Dictionary
if typeof(lastAvatar) == TYPE_STRING and lastAvatar != "":
print("DEBUG: Loading avatar from: ", lastAvatar)
_on_load_dialog_file_selected(lastAvatar)
else:
print("WARNING: lastAvatar setting is invalid, loading default instead")
_on_load_dialog_file_selected("default")
$ControlPanel/volumeSlider.value = Saving.settings["volume"]
$ControlPanel/sensitiveSlider.value = Saving.settings["sense"]
get_window().size = str_to_var(Saving.settings["windowSize"])
if Saving.settings.has("bounce"):
bounceSlider = Saving.settings["bounce"]
else:
Saving.settings["bounce"] = 250
if Saving.settings.has("maxFPS"):
Engine.max_fps = Saving.settings["maxFPS"]
else:
Saving.settings["maxFPS"] = 60
if Saving.settings.has("backgroundColor"):
Global.backgroundColor = str_to_var(Saving.settings["backgroundColor"])
else:
Saving.settings["backgroundColor"] = var_to_str(Color(0.0,0.0,0.0,0.0))
if Saving.settings.has("filtering"):
Global.filtering = Saving.settings["filtering"]
else:
Saving.settings["filtering"] = false
if Saving.settings.has("gravity"):
bounceGravity = Saving.settings["gravity"]
else:
Saving.settings["gravity"] = 1000
if Saving.settings.has("costumeKeys"):
costumeKeys = Saving.settings["costumeKeys"]
else:
Saving.settings["costumeKeys"] = costumeKeys
if Saving.settings.has("blinkSpeed"):
Global.blinkSpeed = Saving.settings["blinkSpeed"]
else:
Saving.settings["blinkSpeed"] = 1.0
if Saving.settings.has("blinkChance"):
Global.blinkChance = Saving.settings["blinkChance"]
else:
Saving.settings["blinkChance"] = 200
if Saving.settings.has("bounceOnCostumeChange"):
bounceOnCostumeChange = Saving.settings["bounceOnCostumeChange"]
else:
Saving.settings["bounceOnCostumeChange"] = false
saveLoaded = true
RenderingServer.set_default_clear_color(Global.backgroundColor)
swapMode()
settingsMenu.setvalues()
changeCostume(1)
var s = get_viewport().get_visible_rect().size
origin.position = s*0.5
updateCameraPosition()
func _process(delta):
var hold = origin.get_parent().position.y
origin.get_parent().position.y += yVel * delta * physicsTimeMultiplier
if origin.get_parent().position.y > 0:
origin.get_parent().position.y = 0
bounceChange = hold - origin.get_parent().position.y
yVel += bounceGravity * delta * physicsTimeMultiplier
# Handle view mode panning lerp back to center
if !editMode:
if !viewModePanning:
# Lerp back to center when not actively panning
viewPanOffset = viewPanOffset.lerp(Vector2.ZERO, viewPanLerpSpeed * delta)
# Apply view pan offset to the root character (affects physics)
origin.position = (get_viewport().get_visible_rect().size * 0.5) + viewPanOffset
updateCameraPosition()
if Input.is_action_just_pressed("openFolder"):
OS.shell_open(ProjectSettings.globalize_path("user://"))
moveSpriteMenu(delta)
zoomScene(delta)
fileSystemOpen = isFileSystemOpen()
followShadow()
## Handle input events, especially for camera panning
func _input(event):
# Handle middle mouse button for camera panning/reset
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_MIDDLE:
if editMode:
if event.pressed:
# Start panning in edit mode
isPanning = true
initialPanPosition = event.global_position
initialCameraOffset = cameraOffset
else:
# Stop panning
isPanning = false
else:
if event.pressed:
# Start view mode panning
viewModePanning = true
initialViewPanPosition = event.global_position
else:
# Stop view mode panning
viewModePanning = false
# Handle mouse movement during edit mode panning
elif editMode and event is InputEventMouseMotion and isPanning:
var totalDelta = event.global_position - initialPanPosition
# Scale pan distance based on zoom level for more intuitive panning
# Higher zoom (closer) = less movement, lower zoom (farther) = more movement
var zoomScale = 1.0 / camera.zoom.x
var scaledDelta = totalDelta * zoomScale
# Calculate new camera offset from initial position plus scaled movement
cameraOffset = initialCameraOffset - scaledDelta
# Update camera position immediately
var s = get_viewport().get_visible_rect().size
camera.position = origin.position + cameraOffset
# Update UI positions
controlPanel.position = camera.position + (s/(camera.zoom*2.0))
tutorial.position = controlPanel.position
editControls.position = camera.position - (s/(camera.zoom*2.0))
viewerArrows.position = editControls.position
pushUpdates.position.y = controlPanel.position.y
pushUpdates.position.x = editControls.position.x
# Handle mouse movement during view mode panning
elif !editMode and event is InputEventMouseMotion and viewModePanning:
var totalDelta = event.global_position - initialViewPanPosition
# Scale pan distance for view mode (less sensitive than edit mode)
# Invert the movement so dragging right moves character right (not left)
var panSensitivity = 0.5
viewPanOffset = -totalDelta * panSensitivity
func followShadow():
# Shadow disabled for selected sprites
shadow.visible = false
func isFileSystemOpen():
for obj in [replaceDialog,fileDialog,saveDialog,loadDialog]:
if obj.visible:
if obj == replaceDialog:
return true
Global.heldSprite = null
return true
# Check wobble sync group dialog
if Global.spriteEdit and Global.spriteEdit.wobbleSyncControl and Global.spriteEdit.wobbleSyncControl.createGroupDialog and Global.spriteEdit.wobbleSyncControl.createGroupDialog.visible:
return true
return false
#Displays control panel whether or not application is focused
func _notification(what):
match what:
SceneTree.NOTIFICATION_APPLICATION_FOCUS_OUT:
controlPanel.visible = false
pushUpdates.visible = false
SceneTree.NOTIFICATION_APPLICATION_FOCUS_IN:
if !editMode:
controlPanel.visible = true
pushUpdates.visible = true
30:
onWindowSizeChange()
func onWindowSizeChange():
if !saveLoaded:
return
Saving.settings["windowSize"] = var_to_str(get_window().size)
var s = get_viewport().get_visible_rect().size
origin.position = s*0.5
lines.position = s*0.5
lines.drawLine()
updateCameraPosition()
spriteList.position.x = s.x - 233
func zoomScene(delta):
#Handles Zooming
if Input.is_action_pressed("control"):
if Input.is_action_just_pressed("scrollUp"):
if scaleOverall < 400:
camera.zoom += Vector2(0.1,0.1)
scaleOverall += 10
changeZoom()
if Input.is_action_just_pressed("scrollDown"):
if scaleOverall > 10:
camera.zoom -= Vector2(0.1,0.1)
scaleOverall -= 10
changeZoom()
$ControlPanel/ZoomLabel.modulate.a = lerp($ControlPanel/ZoomLabel.modulate.a, 0.0, delta * (physicsTimeMultiplier * 1.2))
func changeZoom():
var newZoom = Vector2(1.0,1.0) / camera.zoom
controlPanel.scale = newZoom
tutorial.scale = newZoom
editControls.scale = newZoom
viewerArrows.scale = newZoom
lines.scale = newZoom
pushUpdates.scale = newZoom
Global.mouse.scale = newZoom
# Update UI positions to account for new zoom level
# Force update even during panning since zoom affects UI positioning calculations
var s = get_viewport().get_visible_rect().size
controlPanel.position = camera.position + (s/(camera.zoom*2.0))
tutorial.position = controlPanel.position
editControls.position = camera.position - (s/(camera.zoom*2.0))
viewerArrows.position = editControls.position
pushUpdates.position.y = controlPanel.position.y
pushUpdates.position.x = editControls.position.x
$ControlPanel/ZoomLabel.modulate.a = 6.0
$ControlPanel/ZoomLabel.text = "Zoom : " + str(scaleOverall) + "%"
Global.pushUpdate("Set zoom to " + str(scaleOverall) + "%")
## Update camera position with current offset
func updateCameraPosition():
var s = get_viewport().get_visible_rect().size
# Only update if not currently panning to avoid conflicts
if !isPanning:
camera.position = origin.position + cameraOffset
# Update UI element positions relative to new camera position
controlPanel.position = camera.position + (s/(camera.zoom*2.0))
tutorial.position = controlPanel.position
editControls.position = camera.position - (s/(camera.zoom*2.0))
viewerArrows.position = editControls.position
pushUpdates.position.y = controlPanel.position.y
pushUpdates.position.x = editControls.position.x
## Reset camera position to center
func resetCameraPosition():
cameraOffset = Vector2.ZERO
isPanning = false
viewPanOffset = Vector2.ZERO
viewModePanning = false
updateCameraPosition()
Global.pushUpdate("Camera reset to center.")
#When the user speaks!
func onSpeak():
if origin.get_parent().position.y > -16:
yVel = bounceSlider * -1
#Swaps between edit mode and view mode
func swapMode():
Global.heldSprite = null
editMode = !editMode
Global.pushUpdate("Toggled editing mode.")
# Reset camera when entering view mode
if !editMode:
resetCameraPosition()
else:
# Reset view mode panning when entering edit mode
viewPanOffset = Vector2.ZERO
viewModePanning = false
get_viewport().transparent_bg = !editMode
if Global.backgroundColor.a != 0.0:
get_viewport().transparent_bg = false
RenderingServer.set_default_clear_color(Global.backgroundColor)
#processing
editControls.set_process(editMode)
controlPanel.set_process(!editMode)
#visibility
editControls.visible = editMode
tutorial.visible = editMode
controlPanel.visible = !editMode
lines.visible = editMode
spriteList.visible = editMode
#Adds sprite object to scene
func add_image(path):
var rand = RandomNumberGenerator.new()
var id = rand.randi()
var sprite = spriteObject.instantiate()
sprite.path = path
sprite.id = id
origin.add_child(sprite)
sprite.position = Vector2.ZERO
Global.spriteList.updateData()
Global.pushUpdate("Added new sprite.")
#Opens File Dialog
func _on_add_button_pressed():
fileDialog.visible = true
#Runs when selecting image in File Dialog
func _on_file_dialog_file_selected(path):
add_image(path)
func _on_save_button_pressed():
$SaveDialog.visible = true
func _on_load_button_pressed():
$LoadDialog.visible = true
#LOAD AVATAR
func _on_load_dialog_file_selected(path):
print("DEBUG: _on_load_dialog_file_selected called with path: ", path, " (type: ", typeof(path), ")")
# Handle case where path might be a Dictionary instead of string
if typeof(path) == TYPE_DICTIONARY:
print("ERROR: Expected string path but got Dictionary: ", path)
return
print("DEBUG: About to read save data from: ", path)
var data = Saving.read_save(path)
print("DEBUG: Save data read. Data type: ", typeof(data), ", null check: ", data == null)
if data == null:
print("DEBUG: Save data is null, returning")
return
print("DEBUG: Save data keys: ", data.keys() if typeof(data) == TYPE_DICTIONARY else "not a dictionary")
print("DEBUG: Save data size: ", data.size() if typeof(data) == TYPE_DICTIONARY else "not a dictionary")
# Check the structure of the first few items
if typeof(data) == TYPE_DICTIONARY:
var count = 0
for key in data.keys():
if count < 3: # Just show first 3 items for debugging
print("DEBUG: data[", key, "] = ", data[key])
print("DEBUG: data[", key, "] type = ", typeof(data[key]))
if typeof(data[key]) == TYPE_DICTIONARY and data[key].has("path"):
print("DEBUG: data[", key, "][\"path\"] = ", data[key]["path"])
else:
print("DEBUG: data[", key, "] doesn't have 'path' key or isn't a dictionary")
count += 1
origin.queue_free()
var new = Node2D.new()
$OriginMotion.add_child(new)
origin = new
for item in data:
print("DEBUG: Processing item: ", item, ", data type: ", typeof(data[item]))
if typeof(data[item]) != TYPE_DICTIONARY:
print("DEBUG: Skipping item ", item, " - not a dictionary")
continue
if not data[item].has("path"):
print("DEBUG: Skipping item ", item, " - no 'path' key. Keys: ", data[item].keys())
continue
var sprite = spriteObject.instantiate()
sprite.path = data[item]["path"]
sprite.id = data[item]["identification"]
sprite.parentId = data[item]["parentId"]
sprite.offset = str_to_var(data[item]["offset"])
sprite.z = data[item]["zindex"]
sprite.dragSpeed = data[item]["drag"]
sprite.xFrq = data[item]["xFrq"]
sprite.xAmp = data[item]["xAmp"]
sprite.yFrq = data[item]["yFrq"]
sprite.yAmp = data[item]["yAmp"]
# Load rotation wobble properties (with backward compatibility)
if data[item].has("rFrq"):
sprite.rFrq = data[item]["rFrq"]
if data[item].has("rAmp"):
sprite.rAmp = data[item]["rAmp"]
sprite.rdragStr = data[item]["rotDrag"]
sprite.showOnTalk = data[item]["showTalk"]
sprite.showOnBlink = data[item]["showBlink"]
if data[item].has("rLimitMin"):
sprite.rLimitMin = data[item]["rLimitMin"]
if data[item].has("rLimitMax"):
sprite.rLimitMax = data[item]["rLimitMax"]
if data[item].has("costumeLayers"):
sprite.costumeLayers = str_to_var(data[item]["costumeLayers"]).duplicate()
if sprite.costumeLayers.size() < 8:
for i in range(5):
sprite.costumeLayers.append(1)
if data[item].has("stretchAmount"):
sprite.stretchAmount = data[item]["stretchAmount"]
if data[item].has("ignoreBounce"):
sprite.ignoreBounce = data[item]["ignoreBounce"]
if data[item].has("frames"):
sprite.frames = data[item]["frames"]
if data[item].has("animSpeed"):
sprite.animSpeed = data[item]["animSpeed"]
if data[item].has("imageData"):
sprite.loadedImageData = data[item]["imageData"]
if data[item].has("clipped"):
sprite.clipped = data[item]["clipped"]
if data[item].has("toggle"):
sprite.toggle = data[item]["toggle"]
if data[item].has("spriteOpacity"):
sprite.spriteOpacity = data[item]["spriteOpacity"]
if data[item].has("affectChildrenOpacity"):
sprite.affectChildrenOpacity = data[item]["affectChildrenOpacity"]
if data[item].has("blendMode"):
sprite.blendMode = data[item]["blendMode"]
# Load wobble sync group (with backward compatibility)
if data[item].has("wobbleSyncGroup"):
sprite.wobbleSyncGroup = data[item]["wobbleSyncGroup"]
origin.add_child(sprite)
sprite.position = str_to_var(data[item]["pos"])
changeCostume(1)
Saving.settings["lastAvatar"] = path
Global.spriteList.updateData()
# Load wobble sync groups
print("DEBUG: About to check for wobble sync groups...")
print("DEBUG: data type: ", typeof(data), ", data.keys(): ", data.keys() if typeof(data) == TYPE_DICTIONARY else "not a dictionary")
print("DEBUG: data.has('wobbleSyncGroups'): ", data.has("wobbleSyncGroups"))
print("DEBUG: WobbleSyncManager exists: ", WobbleSyncManager != null)
if WobbleSyncManager != null:
print("DEBUG: WobbleSyncManager type: ", typeof(WobbleSyncManager))
# Show save data content related to wobble sync
if data.has("wobbleSyncGroups"):
print("DEBUG: wobbleSyncGroups data found: ", data["wobbleSyncGroups"])
else:
print("DEBUG: No wobbleSyncGroups found in save data")
if data.has("wobbleSyncGroups") and WobbleSyncManager:
print("DEBUG: Loading wobble sync groups. Data: ", data["wobbleSyncGroups"])
await WobbleSyncManager.loadSaveData(data["wobbleSyncGroups"])
print("DEBUG: Finished loading wobble sync groups")
# Refresh wobble sync UI after groups are loaded
if Global.spriteEdit and Global.spriteEdit.wobbleSyncControl:
Global.spriteEdit.wobbleSyncControl.updateUI()
# Force refresh in case timing issues
await get_tree().process_frame
Global.spriteEdit.wobbleSyncControl.forceRefresh()
# Force refresh in case timing issues
await get_tree().process_frame
Global.spriteEdit.wobbleSyncControl.forceRefresh()
else:
print("DEBUG: Not loading wobble sync groups - missing data or manager")
# Final debug check
if WobbleSyncManager:
print("DEBUG: Final check - WobbleSyncManager has ", WobbleSyncManager.getGroupNames().size(), " groups: ", WobbleSyncManager.getGroupNames())
else:
print("DEBUG: No wobble sync groups to load. has key: ", data.has("wobbleSyncGroups"), ", WobbleSyncManager: ", WobbleSyncManager != null)
# Update opacity shaders for all loaded sprites after wobble sync data is applied
await get_tree().process_frame # Wait for all sprites to be fully initialized
var allSprites = get_tree().get_nodes_in_group("saved")
for sprite in allSprites:
if sprite.has_method("updateOpacity"):
sprite.updateOpacity()
Global.pushUpdate("Loaded avatar at: " + path)
onWindowSizeChange()
#SAVE AVATAR
func _on_save_dialog_file_selected(path):
var data = {}
var nodes = get_tree().get_nodes_in_group("saved")
var id = 0
for child in nodes:
if child.type == "sprite":
data[id] = {}
data[id]["type"] = "sprite"
data[id]["path"] = child.path
data[id]["imageData"] = Marshalls.raw_to_base64(child.imageData.save_png_to_buffer())
data[id]["identification"] = child.id
data[id]["parentId"] = child.parentId
data[id]["pos"] = var_to_str(child.position)
data[id]["offset"] = var_to_str(child.offset)
data[id]["zindex"] = child.z
data[id]["drag"] = child.dragSpeed
data[id]["xFrq"] = child.xFrq
data[id]["xAmp"] = child.xAmp
data[id]["yFrq"] = child.yFrq
data[id]["yAmp"] = child.yAmp
data[id]["rFrq"] = child.rFrq
data[id]["rAmp"] = child.rAmp
data[id]["rotDrag"] = child.rdragStr
data[id]["showTalk"] = child.showOnTalk
data[id]["showBlink"] = child.showOnBlink
data[id]["rLimitMin"] = child.rLimitMin
data[id]["rLimitMax"] = child.rLimitMax
data[id]["costumeLayers"] = var_to_str(child.costumeLayers)
data[id]["stretchAmount"] = child.stretchAmount
data[id]["ignoreBounce"] = child.ignoreBounce
data[id]["frames"] = child.frames
data[id]["animSpeed"] = child.animSpeed
data[id]["clipped"] = child.clipped
data[id]["toggle"] = child.toggle
data[id]["spriteOpacity"] = child.spriteOpacity
data[id]["affectChildrenOpacity"] = child.affectChildrenOpacity
data[id]["blendMode"] = child.blendMode
# Save wobble sync group
data[id]["wobbleSyncGroup"] = child.wobbleSyncGroup
id += 1
# Save wobble sync groups
if WobbleSyncManager:
data["wobbleSyncGroups"] = WobbleSyncManager.getSaveData()
Saving.settings["lastAvatar"] = path
Saving.data = data.duplicate()
Saving.write_save(path)
Global.pushUpdate("Saved avatar at: " + path)
func _on_link_button_pressed():
Global.reparentMode = true
Global.chain.enable(Global.reparentMode)
Global.pushUpdate("Linking sprite...")
func _on_kofi_pressed():
OS.shell_open("https://ko-fi.com/kaiakairos")
Global.pushUpdate("Support me on ko-fi!")
func _on_bluesky_pressed():
OS.shell_open("https://bsky.app/profile/kaiakairos.net")
Global.pushUpdate("Follow me on bluesky!")
func _on_replace_button_pressed():
if Global.heldSprite == null:
return
$ReplaceDialog.visible = true
func _on_replace_dialog_file_selected(path):
Global.heldSprite.replaceSprite(path)
Global.spriteList.updateData()
Global.pushUpdate("Replacing sprite with: " + path)
func _on_replace_dialog_visibility_changed():
$EditControls/ScreenCover/CollisionShape2D.disabled = !$ReplaceDialog.visible
func _on_duplicate_button_pressed():
if Global.heldSprite == null:
return
var rand = RandomNumberGenerator.new()
var id = rand.randi()
var sprite = spriteObject.instantiate()
sprite.path = Global.heldSprite.path
sprite.id = id
sprite.parentId = Global.heldSprite.parentId
sprite.dragSpeed = Global.heldSprite.dragSpeed
sprite.showOnTalk = Global.heldSprite.showOnTalk
sprite.showOnBlink = Global.heldSprite.showOnBlink
sprite.z = Global.heldSprite.z
sprite.xFrq = Global.heldSprite.xFrq
sprite.xAmp = Global.heldSprite.xAmp
sprite.yFrq = Global.heldSprite.yFrq
sprite.yAmp = Global.heldSprite.yAmp
sprite.rFrq = Global.heldSprite.rFrq
sprite.rAmp = Global.heldSprite.rAmp
sprite.rdragStr = Global.heldSprite.rdragStr
sprite.offset = Global.heldSprite.offset
sprite.rLimitMin = Global.heldSprite.rLimitMin
sprite.rLimitMax = Global.heldSprite.rLimitMax
sprite.frames = Global.heldSprite.frames
sprite.animSpeed = Global.heldSprite.animSpeed
sprite.costumeLayers = Global.heldSprite.costumeLayers
sprite.spriteOpacity = Global.heldSprite.spriteOpacity
sprite.affectChildrenOpacity = Global.heldSprite.affectChildrenOpacity
sprite.blendMode = Global.heldSprite.blendMode
# Copy wobble sync group
sprite.wobbleSyncGroup = Global.heldSprite.wobbleSyncGroup
origin.add_child(sprite)
sprite.position = Global.heldSprite.position + Vector2(16,16)
# Update opacity shader for the duplicated sprite
await get_tree().process_frame # Wait for sprite to be fully initialized
sprite.updateOpacity()
Global.heldSprite = sprite
Global.spriteList.updateData()
Global.pushUpdate("Duplicated sprite.")
func changeCostumeStreamDeck(id: String):
match id:
"1":changeCostume(1)
"2":changeCostume(2)
"3":changeCostume(3)
"4":changeCostume(4)
"5":changeCostume(5)
"6":changeCostume(6)
"7":changeCostume(7)
"8":changeCostume(8)
"9":changeCostume(9)
"10":changeCostume(10)
func changeCostume(newCostume):
costume = newCostume
Global.heldSprite = null
var nodes = get_tree().get_nodes_in_group("saved")
for sprite in nodes:
if sprite.costumeLayers[newCostume-1] == 1:
sprite.visible = true
sprite.changeCollision(true)
else:
sprite.visible = false
sprite.changeCollision(false)
Global.spriteEdit.layerSelected()
spriteList.updateAllVisible()
if bounceOnCostumeChange:
onSpeak()
Global.pushUpdate("Change costume: " + str(newCostume))
func moveSpriteMenu(delta):
#moves sprite viewer editor thing around
var size = get_viewport().get_visible_rect().size
var windowLength = 1800
$ViewerArrows/Arrows.position.y = size.y - 25
if !Global.spriteEdit.visible:
$ViewerArrows/Arrows.visible = false
$ViewerArrows/Arrows2.visible = false
return
if size.y > windowLength+50:
Global.spriteEdit.position.y = 66
$ViewerArrows/Arrows.visible = false
$ViewerArrows/Arrows2.visible = false
return
if Global.spriteEdit.position.y < 16:
$ViewerArrows/Arrows2.visible = true
else:
$ViewerArrows/Arrows2.visible = false
if Global.spriteEdit.position.y > size.y-windowLength+2:
$ViewerArrows/Arrows.visible = true
else:
$ViewerArrows/Arrows.visible = false
if $EditControls/MoveMenuUp.overlaps_area(Global.mouse.area):
Global.spriteEdit.position.y += (delta * 400.0)
elif $EditControls/MoveMenuDown.overlaps_area(Global.mouse.area):
Global.spriteEdit.position.y -= (delta * 400.0)
if Global.spriteEdit.position.y > 66:
Global.spriteEdit.position.y = 66
elif Global.spriteEdit.position.y < size.y-windowLength:
Global.spriteEdit.position.y = size.y-windowLength
#UNAMED BUT THIS IS THE MICROPHONE MENU BUTTON
func _on_button_pressed():
$ControlPanel/MicInputSelect.visible = !$ControlPanel/MicInputSelect.visible
settingsMenu.visible = false
func _on_settings_buttons_pressed():
settingsMenu.visible = !settingsMenu.visible
func _on_background_input_capture_bg_key_pressed(node, keys_pressed):
var keyStrings = []
# Check for modifier keys first (cross-platform)
var modifiers = []
var has_ctrl = keys_pressed.has(KEY_CTRL) and keys_pressed[KEY_CTRL]
var has_shift = keys_pressed.has(KEY_SHIFT) and keys_pressed[KEY_SHIFT]
var has_alt = keys_pressed.has(KEY_ALT) and keys_pressed[KEY_ALT]
var has_meta = keys_pressed.has(KEY_META) and keys_pressed[KEY_META] # Command key on macOS
# Build modifier prefix once
if has_ctrl:
modifiers.append("Ctrl")
if has_shift:
modifiers.append("Shift")
if has_alt:
modifiers.append("Alt")
if has_meta:
modifiers.append("Cmd") # Command key on macOS
var modifier_prefix = ""
if modifiers.size() > 0:
modifier_prefix = "+".join(modifiers) + "+"
# Single pass: build key strings directly
for i in keys_pressed:
if keys_pressed[i]:
# Skip modifier keys
if i == KEY_CTRL or i == KEY_SHIFT or i == KEY_ALT or i == KEY_META:
continue
# Skip mouse button keycodes (common source of phantom inputs)
if i == MOUSE_BUTTON_LEFT or i == MOUSE_BUTTON_RIGHT or i == MOUSE_BUTTON_MIDDLE:
continue
# Skip phantom keypad inputs if no actual keypad connected
var key_name = OS.get_keycode_string(i)
if key_name.begins_with("kp ") or key_name.begins_with("Kp "):
# Skip keypad inputs unless they're from actual key presses
continue
if !key_name.strip_edges().is_empty():
keyStrings.append(modifier_prefix + key_name)
else:
keyStrings.append(modifier_prefix + "Keycode" + str(i))
if fileSystemOpen:
return
if keyStrings.size() <= 0:
emit_signal("emptiedCapture")
emit_signal("fatfuckingballs")
return
if settingsMenu.awaitingCostumeInput >= 0:
# Cancel key assignment if user clicks outside the settings menu
if keyStrings[0] == "Keycode1" and !settingsMenu.hasMouse:
# Don't assign the key, just complete the flow
emit_signal("pressedKey")
return
var currentButton = costumeKeys[settingsMenu.awaitingCostumeInput]
costumeKeys[settingsMenu.awaitingCostumeInput] = keyStrings[0]
Saving.settings["costumeKeys"] = costumeKeys
Global.pushUpdate("Changed costume " + str(settingsMenu.awaitingCostumeInput+1) + " hotkey from \"" + currentButton + "\" to \"" + keyStrings[0] + "\"")
emit_signal("pressedKey")
return
# Handle sprite visibility toggles if not waiting for costume input
spriteVisToggles.emit(keyStrings)
for key in keyStrings:
var i = costumeKeys.find(key)
if i >= 0:
changeCostume(i+1)