Files
puzzle-quest/addons/godot_db_manager/data_label.gd
T
Vaillant Jeremy 01ea3af253 Run godot --convert-3to4 (automated conversion)
Apply Godot 4.6 automated conversion: renames Spatial.translate->position,
margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile,
onready->@onready, export()->@export, and many more.

127 files changed by the tool. Manual fixes still required for:
 - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.)
 - lod plugin (Spatial -> Node3D renames)
 - ResourceLoader.load_interactive removed -> load_threaded_request
 - OS.set_window_fullscreen removed -> DisplayServer
 - Viewport.set_size_override removed

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:18:27 +02:00

60 lines
1.4 KiB
GDScript

@tool
"""
class GDDBDataLabel
"""
class_name GDDBDataLabel
extends Label
signal resize_property
var m_prop_id : int = gddb_constants.c_invalid_id
var m_prop_type : int = gddb_constants.c_invalid_id
var m_mouse_pos_pressed : Vector2 = Vector2()
var m_mouse_pressed : bool = false
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
set_custom_minimum_size(Vector2(150.0, 24.0))
# called when the node gets an input
func _input(event : InputEvent) -> void :
if(!gddb_globals.is_interface_active()):
return
var evLocal = $resize_ctrl.make_input_local(event)
if event is InputEventMouseButton :
if(event.button_index == MOUSE_BUTTON_LEFT):
if(event.pressed):
var rect = Rect2(Vector2(0, 0), $resize_ctrl.get_size())
var inside = rect.has_point(evLocal.position)
if(inside):
m_mouse_pressed = true
m_mouse_pos_pressed = evLocal.position
else:
m_mouse_pressed = false
elif event is InputEventMouseMotion :
if(m_mouse_pressed):
var diff_x = evLocal.position.x - m_mouse_pos_pressed.x
emit_signal("resize_property", m_prop_id, diff_x)
# sets property id
func set_prop_id(id : int) -> void:
m_prop_id = id
# returns property id
func get_prop_id() -> int:
return m_prop_id
# sets property type
func set_prop_type(prop_type : int) -> void :
m_prop_type = prop_type
# returns property type
func get_prop_type() -> int :
return m_prop_type