lua: select, log, body, on, get_text, set_text, subscribtions, events (keyup, keydown, keypress, mouseover, mouseup, mousedown, mouseenter, mouseexit, click, focusin, focusout)

This commit is contained in:
Face
2025-08-04 14:07:56 +03:00
parent cf43bac2cf
commit e22ad21fd0
31 changed files with 879 additions and 11 deletions

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class_name LuaEventUtils
extends RefCounted
static func connect_element_event(signal_node: Node, event_name: String, subscription) -> bool:
if not signal_node:
return false
match event_name:
"click":
if signal_node.has_signal("pressed"):
signal_node.pressed.connect(subscription.lua_api._on_event_triggered.bind(subscription))
subscription.connected_signal = "pressed"
subscription.connected_node = signal_node if signal_node != subscription.lua_api.get_dom_node(signal_node.get_parent(), "signal") else null
return true
elif signal_node is Control:
signal_node.gui_input.connect(subscription.lua_api._on_gui_input_click.bind(subscription))
subscription.connected_signal = "gui_input"
subscription.connected_node = signal_node
return true
"mousedown", "mouseup":
if signal_node is Control:
# Check if we already have a mouse handler connected to this node
var already_connected = false
for existing_id in subscription.lua_api.event_subscriptions:
var existing_sub = subscription.lua_api.event_subscriptions[existing_id]
if existing_sub.connected_node == signal_node and existing_sub.connected_signal == "gui_input_mouse":
already_connected = true
break
if not already_connected:
signal_node.gui_input.connect(subscription.lua_api._on_gui_input_mouse_universal.bind(signal_node))
subscription.connected_signal = "gui_input_mouse"
subscription.connected_node = signal_node
return true
"mousemove":
if signal_node is Control:
signal_node.gui_input.connect(subscription.lua_api._on_gui_input_mousemove.bind(subscription))
subscription.connected_signal = "gui_input_mousemove"
subscription.connected_node = signal_node
return true
"mouseenter":
if signal_node is Control and signal_node.has_signal("mouse_entered"):
signal_node.mouse_entered.connect(subscription.lua_api._on_event_triggered.bind(subscription))
subscription.connected_signal = "mouse_entered"
subscription.connected_node = signal_node
return true
"mouseexit":
if signal_node is Control and signal_node.has_signal("mouse_exited"):
signal_node.mouse_exited.connect(subscription.lua_api._on_event_triggered.bind(subscription))
subscription.connected_signal = "mouse_exited"
subscription.connected_node = signal_node
return true
"focusin":
if signal_node is Control:
signal_node.focus_mode = Control.FOCUS_ALL
if signal_node.has_signal("focus_entered"):
signal_node.focus_entered.connect(subscription.lua_api._on_event_triggered.bind(subscription))
subscription.connected_signal = "focus_entered"
subscription.connected_node = signal_node
return true
else:
signal_node.gui_input.connect(subscription.lua_api._on_focus_gui_input.bind(subscription))
subscription.connected_signal = "gui_input_focus"
subscription.connected_node = signal_node
return true
"focusout":
if signal_node is Control and signal_node.has_signal("focus_exited"):
signal_node.focus_exited.connect(subscription.lua_api._on_event_triggered.bind(subscription))
subscription.connected_signal = "focus_exited"
subscription.connected_node = signal_node
return true
return false
static func connect_body_event(event_name: String, subscription, lua_api) -> bool:
match event_name:
"keydown", "keypress", "keyup":
lua_api.set_process_input(true)
subscription.connected_signal = "input"
subscription.connected_node = lua_api
return true
"mousemove":
lua_api.set_process_input(true)
subscription.connected_signal = "input_mousemove"
subscription.connected_node = lua_api
return true
"mouseenter", "mouseexit":
var main_container = lua_api.dom_parser.parse_result.dom_nodes.get("body", null)
if main_container:
if event_name == "mouseenter":
main_container.mouse_entered.connect(lua_api._on_body_mouse_enter.bind(subscription))
subscription.connected_signal = "mouse_entered"
elif event_name == "mouseexit":
main_container.mouse_exited.connect(lua_api._on_body_mouse_exit.bind(subscription))
subscription.connected_signal = "mouse_exited"
subscription.connected_node = main_container
return true
"focusin", "focusout":
subscription.connected_signal = "focus_events"
subscription.connected_node = lua_api
return true
return false
static func _count_active_input_subscriptions(lua_api) -> int:
var count = 0
for sub_id in lua_api.event_subscriptions:
var sub = lua_api.event_subscriptions[sub_id]
if sub.connected_signal in ["input", "input_mousemove"]:
count += 1
return count
static func disconnect_subscription(subscription, lua_api) -> void:
var target_node = subscription.connected_node if subscription.connected_node else lua_api.dom_parser.parse_result.dom_nodes.get(subscription.element_id, null)
if target_node and subscription.connected_signal:
match subscription.connected_signal:
"pressed":
if target_node.has_signal("pressed"):
target_node.pressed.disconnect(lua_api._on_event_triggered.bind(subscription))
"gui_input":
if target_node.has_signal("gui_input"):
target_node.gui_input.disconnect(lua_api._on_gui_input_click.bind(subscription))
"gui_input_mouse":
if target_node.has_signal("gui_input"):
target_node.gui_input.disconnect(lua_api._on_gui_input_mouse_universal.bind(target_node))
"gui_input_mousemove":
if target_node.has_signal("gui_input"):
target_node.gui_input.disconnect(lua_api._on_gui_input_mousemove.bind(subscription))
"gui_input_focus":
if target_node.has_signal("gui_input"):
target_node.gui_input.disconnect(lua_api._on_focus_gui_input.bind(subscription))
"mouse_entered":
if target_node.has_signal("mouse_entered"):
# Check if this is a body event or element event
if subscription.element_id == "body":
target_node.mouse_entered.disconnect(lua_api._on_body_mouse_enter.bind(subscription))
else:
target_node.mouse_entered.disconnect(lua_api._on_event_triggered.bind(subscription))
"mouse_exited":
if target_node.has_signal("mouse_exited"):
# Check if this is a body event or element event
if subscription.element_id == "body":
target_node.mouse_exited.disconnect(lua_api._on_body_mouse_exit.bind(subscription))
else:
target_node.mouse_exited.disconnect(lua_api._on_event_triggered.bind(subscription))
"focus_entered":
if target_node.has_signal("focus_entered"):
target_node.focus_entered.disconnect(lua_api._on_event_triggered.bind(subscription))
"focus_exited":
if target_node.has_signal("focus_exited"):
target_node.focus_exited.disconnect(lua_api._on_event_triggered.bind(subscription))
"input":
# Only disable input processing if no other input subscriptions remain
if _count_active_input_subscriptions(lua_api) <= 1:
lua_api.set_process_input(false)
"input_mousemove":
# Only disable input processing if no other input subscriptions remain
if _count_active_input_subscriptions(lua_api) <= 1:
lua_api.set_process_input(false)

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uid://b7bck02xxt0u6

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class_name LuaFunctionUtils
extends RefCounted
# Core Lua handler functions that extend Lua functionality
static func table_tostring_handler(vm: LuauVM) -> int:
vm.luaL_checktype(1, vm.LUA_TTABLE)
var table_string = LuaPrintUtils.table_to_string(vm, 1)
vm.lua_pushstring(table_string)
return 1
static func setup_gurt_api(vm: LuauVM, lua_api, dom_parser: HTMLParser) -> void:
# override global print
# This makes print() behave like gurt.log()
vm.lua_pushcallable(LuaPrintUtils.lua_print, "print")
vm.lua_setglobal("print")
# Add table.tostring utility
vm.lua_getglobal("table")
if vm.lua_isnil(-1):
vm.lua_pop(1)
vm.lua_newtable()
vm.lua_setglobal("table")
vm.lua_getglobal("table")
vm.lua_pushcallable(LuaFunctionUtils.table_tostring_handler, "table.tostring")
vm.lua_setfield(-2, "tostring")
vm.lua_pop(1) # Pop table from stack
vm.lua_newtable()
vm.lua_pushcallable(LuaPrintUtils.lua_print, "gurt.log")
vm.lua_setfield(-2, "log")
vm.lua_pushcallable(lua_api._gurt_select_handler, "gurt.select")
vm.lua_setfield(-2, "select")
# Add body element access
var body_element = dom_parser.find_first("body")
if body_element:
vm.lua_newtable()
vm.lua_pushstring("body")
vm.lua_setfield(-2, "_element_id")
# NOTE: same code as add_element_methods, but lazy to handle body.xxxx prop
vm.lua_pushcallable(lua_api._element_set_text_handler, "body.set_text")
vm.lua_setfield(-2, "set_text")
vm.lua_pushcallable(lua_api._element_get_text_handler, "body.get_text")
vm.lua_setfield(-2, "get_text")
vm.lua_pushcallable(lua_api._body_on_event_handler, "body.on")
vm.lua_setfield(-2, "on")
vm.lua_setfield(-2, "body")
vm.lua_setglobal("gurt")

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uid://dbsrdfnhv4h16

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class_name LuaPrintUtils
extends RefCounted
static func lua_print(vm: LuauVM) -> int:
var message_parts: Array[String] = []
var num_args: int = vm.lua_gettop()
for i in range(1, num_args + 1):
var value_str = lua_value_to_string(vm, i)
message_parts.append(value_str)
var final_message = "\t".join(message_parts)
print("GURT LOG: ", final_message)
return 0
static func lua_value_to_string(vm: LuauVM, index: int) -> String:
var lua_type = vm.lua_type(index)
match lua_type:
vm.LUA_TNIL:
return "nil"
vm.LUA_TBOOLEAN:
return "true" if vm.lua_toboolean(index) else "false"
vm.LUA_TNUMBER:
return str(vm.lua_tonumber(index))
vm.LUA_TSTRING:
return vm.lua_tostring(index)
vm.LUA_TTABLE:
return table_to_string(vm, index)
vm.LUA_TFUNCTION:
return "[function]"
vm.LUA_TUSERDATA:
return "[userdata]"
vm.LUA_TVECTOR:
var vec = vm.lua_tovector(index)
return "vector(" + str(vec.x) + ", " + str(vec.y) + ", " + str(vec.z) + ", " + str(vec.w) + ")"
_:
return "[" + vm.lua_typename(lua_type) + "]"
static func table_to_string(vm: LuauVM, index: int, max_depth: int = 3, current_depth: int = 0) -> String:
if current_depth >= max_depth:
return "{...}"
var result = "{"
var first = true
var count = 0
var max_items = 10
# Convert negative index to positive
if index < 0:
index = vm.lua_gettop() + index + 1
# Iterate through table
vm.lua_pushnil() # First key
while vm.lua_next(index):
if count >= max_items:
# We need to pop the value and key before breaking
vm.lua_pop(2) # Remove value and key
break
if not first:
result += ", "
first = false
# Get key
var key_str = lua_value_to_string(vm, -2)
# Get value
var value_str = ""
if vm.lua_type(-1) == vm.LUA_TTABLE:
value_str = table_to_string(vm, -1, max_depth, current_depth + 1)
else:
value_str = lua_value_to_string(vm, -1)
# Check if key is a valid identifier (for shorthand)
if key_str.is_valid_identifier():
result += key_str + ": " + value_str
else:
result += "[" + key_str + "]: " + value_str
vm.lua_pop(1) # Remove value, keep key for next iteration
count += 1
if count >= max_items:
result += ", ..."
result += "}"
return result

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uid://dvdnveday3ev1

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uid://bt0njoa0olpb7

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uid://dxti5hc236dcp

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uid://bwbbe8r7u10ov