Files
2026-07-25 16:10:50 +12:00

84 lines
2.7 KiB
GDScript

@tool
class_name OverlaidWindow
extends WindowContainer
@export var pauses_game : bool = false :
set(value):
pauses_game = value
if pauses_game:
process_mode = PROCESS_MODE_ALWAYS
else:
process_mode = PROCESS_MODE_INHERIT
@export var makes_mouse_visible : bool = true
@export var exclusive : bool = true
@export var exclusive_background_color : Color
@export var ignore_siblings : bool = false
var _initial_pause_state : bool = false
var _initial_mouse_mode : Input.MouseMode
var _initial_focus_control
var _initial_node_focus_modes : Dictionary
var _scene_tree : SceneTree
var _exclusive_control_node : ColorRect
func _set_focus_none(node : Node) -> void:
var all_children := node.get_children()
if ignore_siblings and self in all_children:
return
for child in all_children:
if child == self:
continue
if child is Control:
_initial_node_focus_modes[child] = child.focus_mode
child.focus_mode = Control.FOCUS_NONE
_set_focus_none(child)
func _set_focus_initial() -> void:
for node in _initial_node_focus_modes:
if is_instance_valid(node) and node is Control:
node.focus_mode = _initial_node_focus_modes[node]
_initial_node_focus_modes.clear()
func close() -> void:
if not visible: return
if pauses_game:
_scene_tree.paused = _initial_pause_state
Input.set_mouse_mode(_initial_mouse_mode)
_set_focus_initial()
if is_instance_valid(_initial_focus_control) and _initial_focus_control.is_inside_tree():
_initial_focus_control.grab_focus()
if _exclusive_control_node:
_exclusive_control_node.queue_free()
super.close()
func _overlaid_window_setup():
if _scene_tree:
_initial_pause_state = _scene_tree.paused
_initial_mouse_mode = Input.get_mouse_mode()
_initial_focus_control = get_viewport().gui_get_focus_owner()
if _initial_focus_control:
_initial_focus_control.release_focus()
if Engine.is_editor_hint(): return
_scene_tree.paused = pauses_game or _initial_pause_state
if makes_mouse_visible:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if exclusive:
_set_focus_none(get_tree().current_scene)
_exclusive_control_node = ColorRect.new()
_exclusive_control_node.name = self.name + "ExclusiveControl"
_exclusive_control_node.color = exclusive_background_color
_exclusive_control_node.set_anchors_preset(PRESET_FULL_RECT)
add_sibling.call_deferred(_exclusive_control_node)
await _exclusive_control_node.draw
get_parent().move_child(_exclusive_control_node, get_index())
func _on_visibility_changed() -> void:
if is_visible_in_tree():
_overlaid_window_setup()
func _enter_tree() -> void:
_scene_tree = get_tree()
if not visibility_changed.is_connected(_on_visibility_changed):
visibility_changed.connect(_on_visibility_changed)
_on_visibility_changed()