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Last active July 5, 2017 13:34
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HoverContainer: emits a "mouse_hovering" event periodically
extends Container
signal mouse_hovering(position, velocity)
var is_hovering = false
export var hover_emission_rate = 1.0
var hover_accumulator = 0.0
var last_mouse_position = Vector2(0,0)
func _ready():
connect("mouse_entered", self, "on_mouse_entered")
connect("mouse_exited", self, "on_mouse_exited")
# Godot 2.1.x: connect("mouse_enter", self, "on_mouse_entered")
# Godot 2.1.x: connect("mouse_exit", self, "on_mouse_exited")
connect("mouse_hovering", self, "on_mouse_hovering")
set_fixed_process(true)
func _fixed_process(delta):
hover_accumulator += delta
if is_hovering && hover_accumulator >= hover_emission_rate:
# Needed because Input.get_(last_)mouse_speed() does not update when not moving between frames.
# Ergo, a steady mouse will not return Vector2(0,0).
var true_speed = Vector2(0,0)
# if we changed position
if get_viewport().get_mouse_position() != last_mouse_position:
# Godot 2.1.x: if get_viewport().get_mouse_pos() != last_mouse_position:
# then grab the latest mouse velocity
true_speed = Input.get_last_mouse_speed()
# Godot 2.1.x: true_speed = Input.get_mouse_speed()
# Regardless, update the last known mouse position
last_mouse_position = get_viewport().get_mouse_position()
emit_signal("mouse_hovering", last_mouse_position, true_speed)
while hover_accumulator >= hover_emission_rate:
hover_accumulator -= hover_emission_rate
func on_mouse_hovering(p_mouse_position, p_mouse_speed):
print("hovering at position " + str(p_mouse_position) + " with velocity " + str(p_mouse_speed))
func on_mouse_entered():
is_hovering = true
func on_mouse_exited():
is_hovering = false
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