## Base class for axis-like touch input. @tool class_name GUIDEInputTouchAxisBase extends GUIDEInputTouchBase const GUIDETouchState = preload("guide_touch_state.gd") var _last_position:Vector2 = Vector2.INF # We use the reset call to calculate the position for this frame # so it can serve as reference for the next frame func _needs_reset() -> bool: return true func _reset() -> void: _last_position = GUIDETouchState.get_finger_position(finger_index, finger_count) _apply_value(_calculate_value(_last_position)) func _input(event:InputEvent) -> void: if not GUIDETouchState.process_input_event(event): # not touch-related return # calculate live position from the cache var new_position:Vector2 = GUIDETouchState.get_finger_position(finger_index, finger_count) _apply_value(_calculate_value(new_position)) func _apply_value(value:Vector2): pass func _calculate_value(new_position:Vector2) -> Vector2: # if we cannot calculate a delta because old or new position # are undefined, we say the delta is zero if not _last_position.is_finite() or not new_position.is_finite(): return Vector2.ZERO return new_position - _last_position func is_same_as(other:GUIDEInput): return other is GUIDEInputTouchAxis2D and \ other.finger_count == finger_count and \ other.finger_index == finger_index