I am working on the input and it feels like its getting out of hand. I wanted to check in with people and see how people structure their input handling.

Currently I have 1 function _unhandled_unput(event) and inside there I have a ton of elif statements trying to handle every possible situation and event. Its manageable at the moment but I only have like 4 events so its going to get very out of hand if I continue.

I need to have 100s of these events based on whats selected and what mouse/keyboard buttons are being pressed and I need some way to resuse the actions.

spoiler
func _unhandled_input(event):
	if event is InputEventMouseButton and event.pressed:
		if event.button_index == MOUSE_BUTTON_RIGHT:
			clear_selection()
			gui.queue_redraw()
			get_viewport().set_input_as_handled()
			return
	if selected_item == "colonist": #broken
		if event is InputEventKey:
			if event.OS.get_keycode_string() == "r":
				for colonist in selected_group:
					colonist.set_state("DRAFT")
					get_viewport().set_input_as_handled()
					gui.queue_redraw()
	#nothing selected dragbox to select things and single click to select things - does not work at the moment
	elif selected_type == "" or selected_type == "basic":
		if is_dragging and event is InputEventMouseMotion:
				drag_end = camera.get_global_mouse_position()
				cam_drag_end= get_viewport().get_mouse_position()
				get_selection(drag_start, drag_end)
				gui.queue_redraw()
				get_viewport().set_input_as_handled()
				return
		elif event is InputEventMouseButton and not event.pressed:
			is_dragging = false
			gui.queue_redraw()
			drag_start = null
			drag_end = null
			get_viewport().set_input_as_handled()
			return
		elif event is InputEventMouseButton and event.pressed:
			if event.button_index == MOUSE_BUTTON_LEFT:
				selected_type = "basic"
				is_dragging = true
				drag_start = camera.get_global_mouse_position()
				cam_drag_start = get_viewport().get_mouse_position()
				gui.queue_redraw()
				get_viewport().set_input_as_handled()
				return
	#command flow for dragging a selection box
	elif selected_type == "command":
		if selected_item == "structure_dict_growing":
			if is_dragging and event is InputEventMouseMotion:
				var grid_pos = tilemap.local_to_map(camera.get_global_mouse_position())
				var local_pos = tilemap.map_to_local(grid_pos)
				drag_end = local_pos + Vector2(32, 32)
				cam_drag_end = get_viewport().get_mouse_position()
				gui.queue_redraw()
				get_viewport().set_input_as_handled()
				return
			elif event is InputEventMouseButton and not event.pressed:
				if event.button_index == MOUSE_BUTTON_LEFT:
					is_dragging = false
					gui.queue_redraw()
					get_viewport().set_input_as_handled()
					MessageBus.rpc_id(1, "request_zone_growing", selected_item ,drag_start, drag_end, multiplayer.get_unique_id())
					drag_start = null
					drag_end = null
					return
			elif event is InputEventMouseButton and event.pressed:
				if event.button_index == MOUSE_BUTTON_LEFT:
					is_dragging = true
					#to snap to grid
					var grid_pos = tilemap.local_to_map(camera.get_global_mouse_position())
					var local_pos = tilemap.map_to_local(grid_pos)
					drag_start = local_pos - Vector2(32, 32)
					cam_drag_start = get_viewport().get_mouse_position() #this is broken cbf fixing maybe one day after selection is working 
					gui.queue_redraw()
					get_viewport().set_input_as_handled()
					return
	elif selected_type == "floor":
		if event is InputEventMouseButton and event.pressed:
			if event.button_index == MOUSE_BUTTON_LEFT:
				var global_mouse_pos = camera.get_global_mouse_position()
				var grid_pos = tilemap.local_to_map(global_mouse_pos)
				if selected_item == "":
					return
				MessageBus.rpc_id(1, "request_build_floor", selected_item, grid_pos, multiplayer.get_unique_id())
				get_viewport().set_input_as_handled()
				return
	elif selected_type == "building":
		if event is InputEventMouseButton and event.pressed:
			if event.button_index == MOUSE_BUTTON_LEFT:
				var global_mouse_pos = camera.get_global_mouse_position()
				var grid_pos = tilemap.local_to_map(global_mouse_pos)
				if selected_item == "":
					return
				MessageBus.rpc_id(1, "request_build_structure", selected_item, grid_pos, multiplayer.get_unique_id())
				get_viewport().set_input_as_handled()
				return
  • null@lemmy.org
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    5 days ago

    inside there I have a ton of elif statements

    I don’t even use godot and I can already tell you this is not how you want to do it.

    • Fizz@lemmy.nzOP
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      5 days ago

      Haha, yeah it feels wrong but im pretty not an experienced programmer so its all I know.

      I am thinking if I could figure out how to put each type of command into its own function. The main input handling loop could just be calling a single line in response to an input event and that would be more managable. However im stuck because a lot of the logic requires multiple input events.

      All the godot tutorials keep talking about state and after waiting 8 I still have no idea how to use state to control this.

      • null@lemmy.org
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        5 days ago

        I highly, highly recommend using the built-in system for receiving inputs. From there you can build whatever abstraction you want on top of it.