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1603 lines
54 KiB
1603 lines
54 KiB
3 years ago
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tool
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extends Control
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## -----------------------------------------------------------------------------
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## VARIABLES
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## -----------------------------------------------------------------------------
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### STARTING
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## The timeline to load when starting the scene
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var timeline: String
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### MODE
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var preview: bool = false
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# Should we show debug information when running:
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var debug_mode := true
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### STATE FLAGS
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var finished: bool = false
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var waiting_for_answer: bool = false
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var waiting_for_input: bool = false
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# used in events to disable continuing:
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var waiting: bool = false
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var while_dialog_animation: bool = false
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var do_fade_in := true
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var dialog_faded_in_already = false
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# true if the glossary popup is visible: # TODO rename
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var definition_visible: bool = false
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# used to reset the mouse mode after questions:
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var last_mouse_mode = null
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### SETTINGS
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var input_next: String = 'ui_accept'
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var settings: ConfigFile
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var custom_events = {}
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### DATA
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var definitions = {}
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var characters
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# Parsing results
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var questions #for keeping track of the questions answered
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### CURRENT STATE
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var current_timeline: String = ''
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var dialog_script: Dictionary = {}
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var current_event: Dictionary
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var dialog_index: int = 0
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var current_background = ""
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# Theme and Audio
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var current_theme: ConfigFile
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var audio_data = {}
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# References
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var button_container = null
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## -----------------------------------------------------------------------------
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## SCENES
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## -----------------------------------------------------------------------------
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onready var ChoiceButton = load("res://addons/dialogic/Nodes/ChoiceButton.tscn")
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onready var Portrait = load("res://addons/dialogic/Nodes/Portrait.tscn")
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onready var Background = load("res://addons/dialogic/Nodes/Background.tscn")
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## -----------------------------------------------------------------------------
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## SIGNALS
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## -----------------------------------------------------------------------------
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# Event end/start
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signal event_start(type, event)
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signal event_end(type)
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# Text Signals
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signal text_complete(text_data)
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# Timeline end/start
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signal timeline_start(timeline_name)
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signal timeline_end(timeline_name)
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# Custom user signal
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signal dialogic_signal(value)
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## -----------------------------------------------------------------------------
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## -----------------------------------------------------------------------------
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## SCRIPT
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## -----------------------------------------------------------------------------
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## -----------------------------------------------------------------------------
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func _ready():
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# Set this dialog as the latest (used for saving)
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Engine.get_main_loop().set_meta('latest_dialogic_node', self)
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# Loading the config files
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load_config_files()
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update_custom_events()
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# Checking if the dialog should read the code from a external file
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if not timeline.empty():
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set_current_dialog(timeline)
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elif dialog_script.keys().size() == 0:
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dialog_script = {
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"events":[
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{'event_id':'dialogic_001',
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"character":"","portrait":"",
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"text":"[Dialogic Error] No timeline specified."}]
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}
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# Load the dialog directly from GDscript
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else:
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load_dialog()
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# Connecting resize signal
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get_viewport().connect("size_changed", self, "resize_main")
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resize_main()
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# Connecting some other timers
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$OptionsDelayedInput.connect("timeout", self, '_on_OptionsDelayedInput_timeout')
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# Setting everything up for the node to be default
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$DefinitionInfo.visible = false
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$TextBubble.connect("text_completed", self, "_on_text_completed")
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$TextBubble.connect("letter_written", self, "_on_letter_written")
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$TextBubble/RichTextLabel.connect('meta_hover_started', self, '_on_RichTextLabel_meta_hover_started')
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$TextBubble/RichTextLabel.connect('meta_hover_ended', self, '_on_RichTextLabel_meta_hover_ended')
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# Getting the character information
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characters = DialogicUtil.get_character_list()
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if Engine.is_editor_hint():
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if preview:
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get_parent().connect("resized", self, "resize_main")
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_init_dialog()
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$DefinitionInfo.in_theme_editor = true
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else:
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if do_fade_in: _hide_dialog()
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_init_dialog()
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# loads the definitions, themes and settings
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func load_config_files():
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# defintiions
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if not Engine.is_editor_hint():
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definitions = Dialogic._get_definitions()
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else:
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definitions = DialogicResources.get_default_definitions()
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# settings
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settings = DialogicResources.get_settings_config()
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# theme
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var theme_file = 'res://addons/dialogic/Editor/ThemeEditor/default-theme.cfg'
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if settings.has_section('theme'):
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theme_file = settings.get_value('theme', 'default')
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current_theme = load_theme(theme_file)
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## -----------------------------------------------------------------------------
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## CUSTOM EVENTS
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## -----------------------------------------------------------------------------
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func update_custom_events() -> void:
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custom_events = {}
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var path:String = DialogicResources.get_working_directories()["CUSTOM_EVENTS_DIR"]
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var dir = Directory.new()
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if dir.open(path) == OK:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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# goes through all the folders in the custom events folder
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while file_name != "":
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# if it found a folder
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if dir.current_is_dir() and not file_name in ['.', '..']:
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# look through that folder
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#print("Found custom event folder: " + file_name)
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var event = load(path.plus_file(file_name).plus_file('EventBlock.tscn')).instance()
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if event:
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custom_events[event.event_data['event_id']] = {
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'event_script' :path.plus_file(file_name).plus_file('event_'+event.event_data['event_id']+'.gd'),
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'event_name' : event.event_name,
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}
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event.queue_free()
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else:
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print("[D] An error occurred when trying to access a custom event.")
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else:
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pass # files in the directory are ignored
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file_name = dir.get_next()
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else:
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print("[D] An error occurred when trying to access the custom event folder.")
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## -----------------------------------------------------------------------------
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## VISUALS
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## -----------------------------------------------------------------------------
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# This function makes sure that the dialog is displayed at the correct
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# size and position in the screen.
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func resize_main():
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var reference = rect_size
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if not Engine.is_editor_hint():
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set_global_position(Vector2(0,0))
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reference = get_viewport().get_visible_rect().size
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# Update box position
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var anchor = current_theme.get_value('box', 'anchor', 9)
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# TODO: remove backups in 2.0
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var gap_v = current_theme.get_value('box', 'box_margin_v', current_theme.get_value('box', 'bottom_gap', 40))
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var gap_h = current_theme.get_value('box', 'box_margin_h', current_theme.get_value('box', 'bottom_gap', 40))
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# first the y position
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if anchor in [0,1,2]: # TOP
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$TextBubble.rect_position.y = gap_h
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elif anchor in [4,5,6]: # CENTER
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$TextBubble.rect_position.y = (reference.y/2)-($TextBubble.rect_size.y/2)
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else:
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$TextBubble.rect_position.y = (reference.y) - ($TextBubble.rect_size.y)-gap_h
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# now x position
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if anchor in [0,4,8]: # LEFT
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$TextBubble.rect_position.x = gap_v
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elif anchor in [1,5,9]: # CENTER
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$TextBubble.rect_position.x = (reference.x / 2) - ($TextBubble.rect_size.x / 2)
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else:
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$TextBubble.rect_position.x = reference.x - ($TextBubble.rect_size.x) - gap_v
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# Update TextBubble background size
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var pos_x = 0
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if current_theme.get_value('background', 'full_width', false):
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if preview:
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pos_x = get_parent().rect_global_position.x
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$TextBubble/TextureRect.rect_global_position.x = pos_x
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$TextBubble/ColorRect.rect_global_position.x = pos_x
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$TextBubble/TextureRect.rect_size.x = reference.x
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$TextBubble/ColorRect.rect_size.x = reference.x
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else:
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$TextBubble/TextureRect.rect_global_position.x = $TextBubble.rect_global_position.x
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$TextBubble/ColorRect.rect_global_position.x = $TextBubble.rect_global_position.x
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$TextBubble/TextureRect.rect_size.x = $TextBubble.rect_size.x
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$TextBubble/ColorRect.rect_size.x = $TextBubble.rect_size.x
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# Button positioning
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var button_anchor = current_theme.get_value('buttons', 'anchor', 5)
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var anchor_vertical = 1
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var anchor_horizontal = 1
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# OMG WHY IS TIHS NOT A MATCH I CAN'T BELIEVE YOU, WHY YOU DOING THIS TO ME
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if button_anchor == 0:
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anchor_vertical = 0
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anchor_horizontal = 0
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elif button_anchor == 1:
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anchor_vertical = 0
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elif button_anchor == 2:
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anchor_vertical = 0
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anchor_horizontal = 2
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# Number skip because of the separator
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elif button_anchor == 4:
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anchor_horizontal = 0
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elif button_anchor == 6:
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anchor_horizontal = 2
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# Number skip because of the separator
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elif button_anchor == 8:
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anchor_vertical = 2
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anchor_horizontal = 0
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elif button_anchor == 9:
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anchor_vertical = 2
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elif button_anchor == 10:
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anchor_vertical = 2
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anchor_horizontal = 2
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var theme_choice_offset = current_theme.get_value('buttons', 'offset', Vector2(0,0))
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var position_offset = Vector2(0,0)
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if anchor_horizontal == 0:
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position_offset.x = (reference.x / 2) * -1
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elif anchor_horizontal == 1:
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position_offset.x = 0
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elif anchor_horizontal == 2:
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position_offset.x = (reference.x / 2)
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if anchor_vertical == 0:
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position_offset.y -= (reference.y / 2)
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elif anchor_vertical == 1:
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position_offset.y += 0
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elif anchor_vertical == 2:
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position_offset.y += (reference.y / 2)
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$Options.rect_global_position = Vector2(0,0) + theme_choice_offset + position_offset
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$Options.rect_size = reference
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# Background positioning
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var background = get_node_or_null('Background')
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if background != null:
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background.rect_size = reference
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var portraits = get_node_or_null('Portraits')
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if portraits != null:
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portraits.rect_position.x = reference.x / 2
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portraits.rect_position.y = reference.y
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# calls resize_main
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func deferred_resize(current_size, result):
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$TextBubble.rect_size = result
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if current_size != $TextBubble.rect_size:
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resize_main()
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# loads the given theme file
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func load_theme(filename):
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var theme = DialogicResources.get_theme_config(filename)
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# Box size
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call_deferred('deferred_resize', $TextBubble.rect_size, theme.get_value('box', 'size', Vector2(910, 167)))
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# HERE
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var settings_input = settings.get_value('input', 'default_action_key', '[Default]')
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var theme_input = theme.get_value('settings', 'action_key', '[Default]')
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input_next = 'ui_accept'
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if settings_input != '[Default]':
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input_next = settings_input
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if theme_input != '[Default]':
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input_next = theme_input
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$TextBubble.load_theme(theme)
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$DefinitionInfo.load_theme(theme)
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if theme.get_value('buttons', 'layout', 0) == 0:
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button_container = VBoxContainer.new()
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else:
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button_container = HBoxContainer.new()
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button_container.name = 'ButtonContainer'
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button_container.alignment = 1
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for n in $Options.get_children():
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n.queue_free()
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$Options.add_child(button_container)
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load_audio(theme)
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return theme
|
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## -----------------------------------------------------------------------------
|
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## AUDIO
|
||
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## -----------------------------------------------------------------------------
|
||
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|
||
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func load_audio(theme):
|
||
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# Audio
|
||
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var default_audio_file = "res://addons/dialogic/Example Assets/Sound Effects/Beep.wav"
|
||
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var default_audio_data = {
|
||
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'enable': false,
|
||
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'path': default_audio_file,
|
||
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'volume': 0.0,
|
||
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'volume_rand_range': 0.0,
|
||
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'pitch': 1.0,
|
||
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'pitch_rand_range': 0.0,
|
||
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'allow_interrupt': true,
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||
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'audio_bus': AudioServer.get_bus_name(0)
|
||
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}
|
||
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|
||
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for audio_node in $FX/Audio.get_children():
|
||
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var name = audio_node.name.to_lower()
|
||
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audio_data[name] = theme.get_value('audio', name, default_audio_data)
|
||
|
|
||
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var file_system = Directory.new()
|
||
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if file_system.dir_exists(audio_data[name].path):
|
||
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audio_node.load_samples_from_folder(audio_data[name].path)
|
||
|
elif file_system.file_exists(audio_data[name].path) or file_system.file_exists(audio_data[name].path + '.import'):
|
||
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audio_node.samples = [load(audio_data[name].path)]
|
||
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|
||
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audio_node.set_volume_db(audio_data[name].volume)
|
||
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audio_node.random_volume_range = audio_data[name].volume_rand_range
|
||
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audio_node.set_pitch_scale(audio_data[name].pitch)
|
||
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audio_node.random_pitch_range = audio_data[name].pitch_rand_range
|
||
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audio_node.set_bus(audio_data[name].audio_bus)
|
||
|
|
||
|
func play_audio(name):
|
||
|
var node = $FX/Audio.get_node(name.capitalize())
|
||
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name = name.to_lower()
|
||
|
if audio_data[name].enable:
|
||
|
if audio_data[name].allow_interrupt or not node.is_playing():
|
||
|
node.play()
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## LOADING/PARSING DIALOG
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# load a timeline file and start parsing
|
||
|
func set_current_dialog(dialog_path: String):
|
||
|
current_timeline = dialog_path
|
||
|
dialog_script = DialogicResources.get_timeline_json(dialog_path)
|
||
|
return load_dialog()
|
||
|
|
||
|
# set the dialog script directly
|
||
|
func set_dialog_script(value):
|
||
|
dialog_script = value
|
||
|
|
||
|
# starts all necessary parsing
|
||
|
func load_dialog():
|
||
|
# All this parse events should be happening in the same loop ideally
|
||
|
# But until performance is not an issue I will probably stay lazy
|
||
|
# And keep adding different functions for each parsing operation.
|
||
|
if settings.has_section_key('dialog', 'auto_color_names'):
|
||
|
if settings.get_value('dialog', 'auto_color_names'):
|
||
|
dialog_script = parse_characters(dialog_script)
|
||
|
else:
|
||
|
dialog_script = parse_characters(dialog_script)
|
||
|
dialog_script = parse_text_lines(dialog_script)
|
||
|
dialog_script = parse_branches(dialog_script)
|
||
|
return dialog_script
|
||
|
|
||
|
# adds name coloring to the dialog texts
|
||
|
func parse_characters(dialog_script):
|
||
|
var characters = DialogicUtil.get_character_list()
|
||
|
|
||
|
var event_index := 0
|
||
|
for event in dialog_script['events']:
|
||
|
# if this is a text or question event
|
||
|
if event.get('event_id') in ['dialogic_001', 'dialogic_010']:
|
||
|
var text :String = event.get({'dialogic_001':'text', 'dialogic_010':'question'}[event.get('event_id')], '')
|
||
|
|
||
|
for character in characters:
|
||
|
# check whether to use the name or the display name
|
||
|
var char_names = [character.get('name')]
|
||
|
if character.get('data', {}).get('display_name_bool', false):
|
||
|
char_names.append(character.get('display_name'))
|
||
|
if character.get('data', {}).get('nickname_bool', false):
|
||
|
for nickname in character.get('data').get('nickname', '').split(',', true, 0):
|
||
|
char_names.append(nickname.strip_edges())
|
||
|
|
||
|
#Regex purposefully excludes [] as replacing those interferes with the second regex
|
||
|
var escapeRegExp = "(?=[+&|!(){}^\"~*.?:\\\\-])"
|
||
|
|
||
|
var regex = RegEx.new()
|
||
|
regex.compile(escapeRegExp)
|
||
|
char_names = regex.sub(str(char_names), "\\", true)
|
||
|
|
||
|
var regex_thing = str(char_names).replace("[", "(").replace("]", ")").replace(", ", "|")+'\\b'
|
||
|
regex.compile(regex_thing)
|
||
|
|
||
|
var counter = 0
|
||
|
for result in regex.search_all(text):
|
||
|
text = text.insert(result.get_start()+((9+8+8)*counter), '[color=#' + character['color'].to_html() + ']')
|
||
|
text = text.insert(result.get_end()+9+8+((9+8+8)*counter), '[/color]')
|
||
|
result = regex.search(text)
|
||
|
counter += 1
|
||
|
dialog_script['events'][event_index][{'dialogic_001':'text', 'dialogic_010':'question'}[event.get('event_id')]] = text
|
||
|
|
||
|
event_index += 1
|
||
|
|
||
|
return dialog_script
|
||
|
|
||
|
# removes empty lines, splits message at new lines
|
||
|
func parse_text_lines(unparsed_dialog_script: Dictionary) -> Dictionary:
|
||
|
var parsed_dialog: Dictionary = unparsed_dialog_script
|
||
|
var new_events: Array = []
|
||
|
var split_new_lines = true
|
||
|
var remove_empty_messages = true
|
||
|
|
||
|
# Return the same thing if it doesn't have events
|
||
|
if unparsed_dialog_script.has('events') == false:
|
||
|
return unparsed_dialog_script
|
||
|
|
||
|
# Getting extra settings
|
||
|
if settings.has_section_key('dialog', 'remove_empty_messages'):
|
||
|
remove_empty_messages = settings.get_value('dialog', 'remove_empty_messages')
|
||
|
if settings.has_section_key('dialog', 'new_lines'):
|
||
|
split_new_lines = settings.get_value('dialog', 'new_lines')
|
||
|
|
||
|
# Parsing
|
||
|
for event in unparsed_dialog_script['events']:
|
||
|
if event.has('text') and event.has('character') and event.has('portrait'):
|
||
|
if event['text'].empty() and remove_empty_messages == true:
|
||
|
pass
|
||
|
elif '\n' in event['text'] and preview == false and split_new_lines == true:
|
||
|
var lines = event['text'].split('\n')
|
||
|
var counter = 0
|
||
|
for line in lines:
|
||
|
if not line.empty():
|
||
|
var n_event = {
|
||
|
'event_id':'dialogic_001',
|
||
|
'text': line,
|
||
|
'character': event['character'],
|
||
|
'portrait': event['portrait'],
|
||
|
}
|
||
|
#assigning voices to the new events
|
||
|
if event.has('voice_data'):
|
||
|
if event['voice_data'].has(str(counter)):
|
||
|
n_event['voice_data'] = {'0':event['voice_data'][str(counter)]}
|
||
|
new_events.append(n_event)
|
||
|
counter += 1
|
||
|
else:
|
||
|
new_events.append(event)
|
||
|
else:
|
||
|
new_events.append(event)
|
||
|
|
||
|
parsed_dialog['events'] = new_events
|
||
|
|
||
|
return parsed_dialog
|
||
|
|
||
|
# adds the alignment BBCode to text events
|
||
|
func parse_alignment(text):
|
||
|
var alignment = current_theme.get_value('text', 'alignment', 'Left')
|
||
|
var fname = current_theme.get_value('settings', 'name', 'none')
|
||
|
if alignment == 'Center':
|
||
|
text = '[center]' + text + '[/center]'
|
||
|
elif alignment == 'Right':
|
||
|
text = '[right]' + text + '[/right]'
|
||
|
return text
|
||
|
|
||
|
# creates a list of questions to be used at the end of choices
|
||
|
func parse_branches(dialog_script: Dictionary) -> Dictionary:
|
||
|
questions = [] # Resetting the questions
|
||
|
|
||
|
# Return the same thing if it doesn't have events
|
||
|
if dialog_script.has('events') == false:
|
||
|
return dialog_script
|
||
|
|
||
|
var parser_queue = [] # This saves the last question opened, and it gets removed once it was consumed by a endbranch event
|
||
|
var event_idx: int = 0 # The current id for jumping later on
|
||
|
var question_idx: int = 0 # identifying the questions to assign options to it
|
||
|
for event in dialog_script['events']:
|
||
|
if event['event_id'] == 'dialogic_011':
|
||
|
var opened_branch = parser_queue.back()
|
||
|
var option = {
|
||
|
'question_idx': opened_branch['question_idx'],
|
||
|
'label': parse_definitions(event['choice'], true, false),
|
||
|
'event_idx': event_idx,
|
||
|
}
|
||
|
if event.has('condition') and event.has('definition') and event.has('value'):
|
||
|
option = {
|
||
|
'question_idx': opened_branch['question_idx'],
|
||
|
'label': parse_definitions(event['choice'], true, false),
|
||
|
'event_idx': event_idx,
|
||
|
'condition': event['condition'],
|
||
|
'definition': event['definition'],
|
||
|
'value': event['value'],
|
||
|
}
|
||
|
else:
|
||
|
option = {
|
||
|
'question_idx': opened_branch['question_idx'],
|
||
|
'label': parse_definitions(event['choice'], true, false),
|
||
|
'event_idx': event_idx,
|
||
|
'condition': '',
|
||
|
'definition': '',
|
||
|
'value': '',
|
||
|
}
|
||
|
dialog_script['events'][opened_branch['event_idx']]['options'].append(option)
|
||
|
event['question_idx'] = opened_branch['question_idx']
|
||
|
elif event['event_id'] == 'dialogic_010':
|
||
|
event['event_idx'] = event_idx
|
||
|
event['question_idx'] = question_idx
|
||
|
event['answered'] = false
|
||
|
question_idx += 1
|
||
|
questions.append(event)
|
||
|
parser_queue.append(event)
|
||
|
elif event['event_id'] == 'dialogic_012':
|
||
|
event['event_idx'] = event_idx
|
||
|
event['question_idx'] = question_idx
|
||
|
event['answered'] = false
|
||
|
question_idx += 1
|
||
|
questions.append(event)
|
||
|
parser_queue.append(event)
|
||
|
elif event['event_id'] == 'dialogic_013':
|
||
|
event['event_idx'] = event_idx
|
||
|
var opened_branch = parser_queue.pop_back()
|
||
|
event['end_branch_of'] = opened_branch['question_idx']
|
||
|
dialog_script['events'][opened_branch['event_idx']]['end_idx'] = event_idx
|
||
|
event_idx += 1
|
||
|
|
||
|
return dialog_script
|
||
|
|
||
|
# returns the text but with BBcode for glossary and the values of the variables
|
||
|
func parse_definitions(text: String, variables: bool = true, glossary: bool = true):
|
||
|
var final_text: String = text
|
||
|
if not preview:
|
||
|
definitions = Dialogic._get_definitions()
|
||
|
if variables:
|
||
|
final_text = _insert_variable_definitions(text)
|
||
|
if glossary and _should_show_glossary():
|
||
|
final_text = _insert_glossary_definitions(final_text)
|
||
|
return final_text
|
||
|
|
||
|
# adds the values of the variables
|
||
|
func _insert_variable_definitions(text: String):
|
||
|
var final_text := text;
|
||
|
for d in definitions['variables']:
|
||
|
var name : String = d['name'];
|
||
|
final_text = final_text.replace('[' + name + ']', d['value'])
|
||
|
return final_text;
|
||
|
|
||
|
# adds the BBCode for the glossary words
|
||
|
func _insert_glossary_definitions(text: String):
|
||
|
var color = current_theme.get_value('definitions', 'color', '#ffbebebe')
|
||
|
var final_text := text;
|
||
|
# I should use regex here, but this is way easier :)
|
||
|
for d in definitions['glossary']:
|
||
|
final_text = final_text.replace(d['name'],
|
||
|
'[url=' + d['id'] + ']' +
|
||
|
'[color=' + color + ']' + d['name'] + '[/color]' +
|
||
|
'[/url]'
|
||
|
)
|
||
|
return final_text;
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## MAIN GAME-LOGIC
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# checks if NextIndicator and ChoiceButtons should be visible
|
||
|
func _process(delta):
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = finished
|
||
|
if button_container.get_child_count() > 0:
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = false # Hide if question
|
||
|
if waiting_for_answer and Input.is_action_just_released(input_next):
|
||
|
button_container.get_child(0).grab_focus()
|
||
|
|
||
|
# Hide if no input is required
|
||
|
if current_event.has('text'):
|
||
|
if '[nw]' in current_event['text'] or '[nw=' in current_event['text']:
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = false
|
||
|
|
||
|
# Hide if fading in
|
||
|
if while_dialog_animation:
|
||
|
$TextBubble/NextIndicatorContainer/NextIndicator.visible = false
|
||
|
|
||
|
# checks for the "input_next" action
|
||
|
func _input(event: InputEvent) -> void:
|
||
|
if not Engine.is_editor_hint() and event.is_action_pressed(input_next) and not waiting:
|
||
|
if not $TextBubble.is_finished():
|
||
|
# Skip to end if key is pressed during the text animation
|
||
|
$TextBubble.skip()
|
||
|
# Cut the voice
|
||
|
$FX/CharacterVoice.stop_voice()
|
||
|
else:
|
||
|
if waiting_for_answer == false and waiting_for_input == false and while_dialog_animation == false:
|
||
|
$FX/CharacterVoice.stop_voice() # stop the current voice as well
|
||
|
play_audio("passing")
|
||
|
_load_next_event()
|
||
|
if settings.has_section_key('dialog', 'propagate_input'):
|
||
|
var propagate_input: bool = settings.get_value('dialog', 'propagate_input')
|
||
|
if not propagate_input:
|
||
|
get_tree().set_input_as_handled()
|
||
|
|
||
|
# when the text finished showing
|
||
|
# plays audio, adds buttons, handles [nw]
|
||
|
func _on_text_completed():
|
||
|
emit_signal('text_complete', current_event)
|
||
|
|
||
|
play_audio('waiting')
|
||
|
|
||
|
finished = true
|
||
|
|
||
|
# Add the choice buttons for questions
|
||
|
if current_event.has('options'):
|
||
|
var waiting_until_options_enabled = float(settings.get_value('input', 'delay_after_options', 0.1))
|
||
|
$OptionsDelayedInput.start(waiting_until_options_enabled)
|
||
|
|
||
|
for o in current_event['options']:
|
||
|
add_choice_button(o)
|
||
|
|
||
|
if current_event.has('text'):
|
||
|
# [p] needs more work
|
||
|
# Setting the timer for how long to wait in the [nw] events
|
||
|
if '[nw]' in current_event['text'] or '[nw=' in current_event['text']:
|
||
|
var waiting_time = 2
|
||
|
var current_index = dialog_index
|
||
|
if '[nw=' in current_event['text']: # Regex stuff
|
||
|
var regex = RegEx.new()
|
||
|
regex.compile("\\[nw=(.+?)\\](.*?)")
|
||
|
var result = regex.search(current_event['text'])
|
||
|
var wait_settings = result.get_string()
|
||
|
waiting_time = float(wait_settings.split('=')[1])
|
||
|
|
||
|
yield(get_tree().create_timer(waiting_time), "timeout")
|
||
|
if dialog_index == current_index:
|
||
|
_load_next_event()
|
||
|
|
||
|
|
||
|
# emits timeline_start and handles autosaving
|
||
|
func on_timeline_start():
|
||
|
if not Engine.is_editor_hint():
|
||
|
if settings.get_value('saving', 'autosave', true):
|
||
|
# save to the default slot
|
||
|
Dialogic.save('', true)
|
||
|
# TODO remove event_start in 2.0
|
||
|
emit_signal("event_start", "timeline", current_timeline)
|
||
|
emit_signal("timeline_start", current_timeline)
|
||
|
|
||
|
# emits timeline_end and handles autosaving
|
||
|
func on_timeline_end():
|
||
|
if not Engine.is_editor_hint():
|
||
|
if settings.get_value('saving', 'autosave', true):
|
||
|
# save to the default slot
|
||
|
Dialogic.save('', true)
|
||
|
# TODO remove event_end in 2.0
|
||
|
emit_signal("event_end", "timeline")
|
||
|
emit_signal("timeline_end", current_timeline)
|
||
|
dprint('[D] Timeline End')
|
||
|
|
||
|
# does checks and calls the above functions
|
||
|
func _emit_timeline_signals():
|
||
|
if dialog_script.has('events'):
|
||
|
if dialog_index == 0:
|
||
|
on_timeline_start()
|
||
|
elif _is_dialog_finished():
|
||
|
on_timeline_end()
|
||
|
|
||
|
|
||
|
# resets dialog_index and starts first event
|
||
|
func _init_dialog():
|
||
|
dialog_index = 0
|
||
|
_load_event()
|
||
|
|
||
|
# jumps to the event at the given index
|
||
|
func _load_event_at_index(index: int):
|
||
|
dialog_index = index
|
||
|
_load_event()
|
||
|
|
||
|
# loads the next event
|
||
|
func _load_next_event():
|
||
|
dialog_index += 1
|
||
|
_load_event()
|
||
|
|
||
|
# returns true if dialog_index is outside of the events indexes
|
||
|
func _is_dialog_finished():
|
||
|
return dialog_index >= dialog_script['events'].size()
|
||
|
|
||
|
# calls the event_handler
|
||
|
func _load_event():
|
||
|
_emit_timeline_signals()
|
||
|
_hide_definition_popup()
|
||
|
|
||
|
if dialog_script.has('events'):
|
||
|
if not _is_dialog_finished():
|
||
|
# CHECK IF NECESSARY!
|
||
|
var func_state = event_handler(dialog_script['events'][dialog_index])
|
||
|
#if (func_state is GDScriptFunctionState):
|
||
|
# print(func_state)
|
||
|
# yield(func_state, "completed")
|
||
|
elif not Engine.is_editor_hint():
|
||
|
# Do not free the dialog if we are in the preview
|
||
|
queue_free()
|
||
|
|
||
|
# Handling an event and updating the available nodes accordingly.
|
||
|
func event_handler(event: Dictionary):
|
||
|
$TextBubble.reset()
|
||
|
reset_options()
|
||
|
|
||
|
dprint('[D] Current Event: ', event)
|
||
|
current_event = event
|
||
|
match event['event_id']:
|
||
|
# MAIN EVENTS
|
||
|
# Text Event
|
||
|
'dialogic_001':
|
||
|
emit_signal("event_start", "text", event)
|
||
|
fade_in_dialog()
|
||
|
finished = false
|
||
|
if event.has('character'):
|
||
|
var character_data = get_character(event['character'])
|
||
|
update_name(character_data)
|
||
|
grab_portrait_focus(character_data, event)
|
||
|
#voice
|
||
|
handle_voice(event)
|
||
|
update_text(event['text'])
|
||
|
# Join event
|
||
|
'dialogic_002':
|
||
|
## PLEASE UPDATE THIS! BUT HOW?
|
||
|
emit_signal("event_start", "action", event)
|
||
|
if event['character'] == '':# No character found on the event. Skip.
|
||
|
_load_next_event()
|
||
|
else:
|
||
|
var character_data = get_character(event['character'])
|
||
|
if portrait_exists(character_data):
|
||
|
for portrait in $Portraits.get_children():
|
||
|
if portrait.character_data == character_data:
|
||
|
portrait.move_to_position(get_character_position(event['position']))
|
||
|
portrait.set_mirror(event.get('mirror', false))
|
||
|
portrait.current_state['position'] = event['position']
|
||
|
else:
|
||
|
var p = Portrait.instance()
|
||
|
var char_portrait = event['portrait']
|
||
|
if char_portrait == '':
|
||
|
char_portrait = 'Default'
|
||
|
|
||
|
if char_portrait == '[Definition]' and event.has('port_defn'):
|
||
|
var portrait_definition = event['port_defn']
|
||
|
if portrait_definition != '':
|
||
|
for d in DialogicResources.get_default_definitions()['variables']:
|
||
|
if d['id'] == portrait_definition:
|
||
|
char_portrait = d['value']
|
||
|
break
|
||
|
|
||
|
if current_theme.get_value('settings', 'single_portrait_mode', false):
|
||
|
p.single_portrait_mode = true
|
||
|
p.character_data = character_data
|
||
|
p.init(char_portrait)
|
||
|
p.set_mirror(event.get('mirror', false))
|
||
|
$Portraits.add_child(p)
|
||
|
p.move_to_position(get_character_position(event['position']))
|
||
|
p.current_state['character'] = event['character']
|
||
|
p.current_state['position'] = event['position']
|
||
|
_load_next_event()
|
||
|
# Character Leave event
|
||
|
'dialogic_003':
|
||
|
## PLEASE UPDATE THIS! BUT HOW?
|
||
|
emit_signal("event_start", "action", event)
|
||
|
if event['character'] == '[All]':
|
||
|
characters_leave_all()
|
||
|
else:
|
||
|
for p in $Portraits.get_children():
|
||
|
if p.character_data['file'] == event['character']:
|
||
|
p.fade_out()
|
||
|
_load_next_event()
|
||
|
|
||
|
# LOGIC EVENTS
|
||
|
# Question event
|
||
|
'dialogic_010':
|
||
|
emit_signal("event_start", "question", event)
|
||
|
fade_in_dialog()
|
||
|
finished = false
|
||
|
waiting_for_answer = true
|
||
|
if event.has('name'):
|
||
|
update_name(event['name'])
|
||
|
elif event.has('character'):
|
||
|
var character_data = get_character(event['character'])
|
||
|
update_name(character_data)
|
||
|
grab_portrait_focus(character_data, event)
|
||
|
#voice
|
||
|
handle_voice(event)
|
||
|
update_text(event['question'])
|
||
|
# Choice event
|
||
|
'dialogic_011':
|
||
|
emit_signal("event_start", "choice", event)
|
||
|
for q in questions:
|
||
|
if q['question_idx'] == event['question_idx']:
|
||
|
if q['answered']:
|
||
|
# If the option is for an answered question, skip to the end of it.
|
||
|
_load_event_at_index(q['end_idx'])
|
||
|
# Condition event
|
||
|
'dialogic_012':
|
||
|
# Treating this conditional as an option on a regular question event
|
||
|
var def_value = null
|
||
|
var current_question = questions[event['question_idx']]
|
||
|
|
||
|
for d in definitions['variables']:
|
||
|
if d['id'] == event['definition']:
|
||
|
def_value = d['value']
|
||
|
|
||
|
var condition_met = def_value != null and _compare_definitions(def_value, event['value'], event['condition']);
|
||
|
|
||
|
current_question['answered'] = !condition_met
|
||
|
if !condition_met:
|
||
|
# condition not met, skipping branch
|
||
|
_load_event_at_index(current_question['end_idx'])
|
||
|
else:
|
||
|
# condition met, entering branch
|
||
|
_load_next_event()
|
||
|
# End Branch event
|
||
|
'dialogic_013':
|
||
|
emit_signal("event_start", "endbranch", event)
|
||
|
_load_next_event()
|
||
|
# Set Value event
|
||
|
'dialogic_014':
|
||
|
emit_signal("event_start", "set_value", event)
|
||
|
var operation = '='
|
||
|
if 'operation' in event and not event['operation'].empty():
|
||
|
operation = event["operation"]
|
||
|
var value = event['set_value']
|
||
|
if event.get('set_random', false):
|
||
|
value = str(randi()%int(event.get("random_upper_limit", 100)-event.get('random_lower_limit', 0))+event.get('random_lower_limit', 0))
|
||
|
Dialogic.set_variable_from_id(event['definition'], value, operation)
|
||
|
_load_next_event()
|
||
|
|
||
|
|
||
|
# TIMELINE EVENTS
|
||
|
# Change Timeline event
|
||
|
'dialogic_020':
|
||
|
dialog_script = set_current_dialog(event['change_timeline'])
|
||
|
_init_dialog()
|
||
|
# Change Backround event
|
||
|
'dialogic_021':
|
||
|
emit_signal("event_start", "background", event)
|
||
|
var fade_time = event.get('fade_duration', 1)
|
||
|
var value = event.get('background', '')
|
||
|
var background = get_node_or_null('Background')
|
||
|
|
||
|
current_background = event['background']
|
||
|
if background != null:
|
||
|
background.name = "BackgroundFadingOut"
|
||
|
background.fade_out(fade_time)
|
||
|
background = null
|
||
|
|
||
|
if value != '':
|
||
|
background = Background.instance()
|
||
|
add_child(background)
|
||
|
if (event['background'].ends_with('.tscn')):
|
||
|
var bg_scene = load(event['background'])
|
||
|
bg_scene = bg_scene.instance()
|
||
|
background.modulate = Color(1,1,1,0)
|
||
|
background.fade_in(fade_time)
|
||
|
background.add_child(bg_scene)
|
||
|
else:
|
||
|
background.texture = load(value)
|
||
|
background.create_tween()
|
||
|
background.fade_in(fade_time)
|
||
|
call_deferred('resize_main') # Executing the resize main to update the background size
|
||
|
|
||
|
_load_next_event()
|
||
|
# Close Dialog event
|
||
|
'dialogic_022':
|
||
|
emit_signal("event_start", "close_dialog", event)
|
||
|
|
||
|
while_dialog_animation = true
|
||
|
var transition_duration = event.get('transition_duration', 1.0)
|
||
|
|
||
|
# fade out characters
|
||
|
characters_leave_all()
|
||
|
|
||
|
# fade out background
|
||
|
var background = get_node_or_null('Background')
|
||
|
if background != null:
|
||
|
background.name = 'BackgroundFadingOut'
|
||
|
background.fade_out(transition_duration)
|
||
|
|
||
|
if transition_duration != 0:
|
||
|
var tween = Tween.new()
|
||
|
add_child(tween)
|
||
|
tween.interpolate_property($TextBubble, "modulate",
|
||
|
$TextBubble.modulate, Color('#00ffffff'), transition_duration,
|
||
|
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
|
||
|
tween.start()
|
||
|
yield(tween, "tween_all_completed")
|
||
|
|
||
|
on_timeline_end()
|
||
|
queue_free()
|
||
|
# Wait seconds event
|
||
|
'dialogic_023':
|
||
|
emit_signal("event_start", "wait", event)
|
||
|
$TextBubble.visible = false
|
||
|
waiting = true
|
||
|
yield(get_tree().create_timer(event['wait_seconds']), "timeout")
|
||
|
waiting = false
|
||
|
$TextBubble.visible = true
|
||
|
emit_signal("event_end", "wait")
|
||
|
_load_next_event()
|
||
|
# Set Theme event
|
||
|
'dialogic_024':
|
||
|
emit_signal("event_start", "set_theme", event)
|
||
|
if event['set_theme'] != '':
|
||
|
current_theme = load_theme(event['set_theme'])
|
||
|
resize_main()
|
||
|
_load_next_event()
|
||
|
# Set Glossary event
|
||
|
'dialogic_025':
|
||
|
emit_signal("event_start", "set_glossary", event)
|
||
|
if event['glossary_id']:
|
||
|
Dialogic.set_glossary_from_id(event['glossary_id'], event['title'], event['text'],event['extra'])
|
||
|
_load_next_event()
|
||
|
# Save event
|
||
|
'dialogic_026':
|
||
|
emit_signal('event_start', 'save', event)
|
||
|
var custom_slot :String = event.get('custom_slot', '').strip_edges()
|
||
|
if event.get('use_default_slot', true) or custom_slot == '':
|
||
|
Dialogic.save()
|
||
|
else:
|
||
|
if custom_slot.begins_with("[") and custom_slot.ends_with("]"):
|
||
|
custom_slot = custom_slot.trim_prefix("[").trim_suffix("]")
|
||
|
var saved = false
|
||
|
for definition in definitions['variables']:
|
||
|
if definition['name'] == custom_slot:
|
||
|
Dialogic.save(definition['value'])
|
||
|
saved = true
|
||
|
if not saved:
|
||
|
print("[D] Tried to access value definition '"+custom_slot+"' for saving, but it didn't exist.")
|
||
|
else:
|
||
|
Dialogic.save(custom_slot)
|
||
|
|
||
|
_load_next_event()
|
||
|
|
||
|
# AUDIO EVENTS
|
||
|
# Audio event
|
||
|
'dialogic_030':
|
||
|
emit_signal("event_start", "audio", event)
|
||
|
if event['audio'] == 'play' and 'file' in event.keys() and not event['file'].empty():
|
||
|
var audio = get_node_or_null('AudioEvent')
|
||
|
if audio == null:
|
||
|
audio = AudioStreamPlayer.new()
|
||
|
audio.name = 'AudioEvent'
|
||
|
add_child(audio)
|
||
|
if event.has('audio_bus'):
|
||
|
if AudioServer.get_bus_index(event['audio_bus']) >= 0:
|
||
|
audio.bus = event['audio_bus']
|
||
|
if event.has('volume'):
|
||
|
audio.volume_db = event['volume']
|
||
|
audio.stream = load(event['file'])
|
||
|
audio.play()
|
||
|
else:
|
||
|
var audio = get_node_or_null('AudioEvent')
|
||
|
if audio != null:
|
||
|
audio.stop()
|
||
|
audio.queue_free()
|
||
|
_load_next_event()
|
||
|
# Background Music event
|
||
|
'dialogic_031':
|
||
|
emit_signal("event_start", "background-music", event)
|
||
|
if event['background-music'] == 'play' and 'file' in event.keys() and not event['file'].empty():
|
||
|
$FX/BackgroundMusic.crossfade_to(event['file'], event.get('audio_bus', 'Master'), event.get('volume', 0), event.get('fade_length', 1))
|
||
|
else:
|
||
|
$FX/BackgroundMusic.fade_out(event.get('fade_length', 1))
|
||
|
_load_next_event()
|
||
|
|
||
|
# GODOT EVENTS
|
||
|
# Emit signal event
|
||
|
'dialogic_040':
|
||
|
dprint('[!] Emitting signal: dialogic_signal(', event['emit_signal'], ')')
|
||
|
emit_signal("dialogic_signal", event['emit_signal'])
|
||
|
_load_next_event()
|
||
|
# Change Scene event
|
||
|
'dialogic_041':
|
||
|
if event.has('scene'):
|
||
|
get_tree().change_scene(event['scene'])
|
||
|
elif event.has('change_scene'):
|
||
|
get_tree().change_scene(event['change_scene'])
|
||
|
# Call Node event
|
||
|
'dialogic_042':
|
||
|
dprint('[!] Call Node signal: dialogic_signal(call_node) ', var2str(event['call_node']))
|
||
|
emit_signal("event_start", "call_node", event)
|
||
|
$TextBubble.visible = false
|
||
|
waiting = true
|
||
|
var target = get_node_or_null(event['call_node']['target_node_path'])
|
||
|
if not target:
|
||
|
target = get_tree().root.get_node_or_null(event['call_node']['target_node_path'])
|
||
|
var method_name = event['call_node']['method_name']
|
||
|
var args = event['call_node']['arguments']
|
||
|
if (not args is Array):
|
||
|
args = []
|
||
|
|
||
|
if (target != null):
|
||
|
if (target.has_method(method_name)):
|
||
|
if (args.empty()):
|
||
|
var func_result = target.call(method_name)
|
||
|
if (func_result is GDScriptFunctionState):
|
||
|
yield(func_result, "completed")
|
||
|
else:
|
||
|
var func_result = target.call(method_name, args)
|
||
|
if (func_result is GDScriptFunctionState):
|
||
|
yield(func_result, "completed")
|
||
|
|
||
|
waiting = false
|
||
|
$TextBubble.visible = true
|
||
|
_load_next_event()
|
||
|
_:
|
||
|
if event['event_id'] in custom_events.keys():
|
||
|
dprint("[D] Custom event '"+custom_events[event['event_id']]['event_name']+"'")
|
||
|
|
||
|
var handler = Node.new()
|
||
|
handler.set_script(load(custom_events[event['event_id']]['event_script']))
|
||
|
|
||
|
handler.handle_event(event, self)
|
||
|
|
||
|
else:
|
||
|
visible = false
|
||
|
dprint('[D] No event found. Recevied data: ', event)
|
||
|
|
||
|
$Options.visible = waiting_for_answer
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## TEXTBOX-FUNCTIONALITY
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# updates the Name Label
|
||
|
func update_name(character) -> void:
|
||
|
if character.has('name'):
|
||
|
var parsed_name = character['name']
|
||
|
if character.has('display_name'):
|
||
|
if character['display_name'] != '':
|
||
|
parsed_name = character['display_name']
|
||
|
parsed_name = parse_definitions(parsed_name, true, false)
|
||
|
$TextBubble.update_name(parsed_name, character.get('color', Color.white), current_theme.get_value('name', 'auto_color', true))
|
||
|
else:
|
||
|
$TextBubble.update_name('')
|
||
|
|
||
|
# shows the given text in the Text Bubble
|
||
|
# handles the simple translation feature
|
||
|
func update_text(text: String) -> String:
|
||
|
if settings.has_section_key('dialog', 'translations') and settings.get_value('dialog', 'translations'):
|
||
|
text = tr(text)
|
||
|
var final_text = parse_definitions(parse_alignment(text))
|
||
|
final_text = final_text.replace('[br]', '\n')
|
||
|
|
||
|
$TextBubble.update_text(final_text)
|
||
|
return final_text
|
||
|
|
||
|
# plays a sound
|
||
|
func _on_letter_written():
|
||
|
play_audio('typing')
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## CHOICE/OPTION BUTTONS
|
||
|
## -----------------------------------------------------------------------------
|
||
|
|
||
|
# called when a choice is selected
|
||
|
# hides choices, sets question as answered and jumps to the appropriate event
|
||
|
func answer_question(i, event_idx, question_idx):
|
||
|
if $TextBubble.is_finished(): # CHECK IF NECESSARY!
|
||
|
dprint('[!] Going to ', event_idx + 1, i, 'question_idx:', question_idx)
|
||
|
|
||
|
play_audio("selecting")
|
||
|
|
||
|
reset_options()
|
||
|
|
||
|
# set flags and continue dialog
|
||
|
waiting_for_answer = false
|
||
|
questions[question_idx]['answered'] = true
|
||
|
_load_event_at_index(event_idx + 1)
|
||
|
|
||
|
# Revert to last mouse mode when selection is done
|
||
|
if last_mouse_mode != null:
|
||
|
Input.set_mouse_mode(last_mouse_mode)
|
||
|
last_mouse_mode = null
|
||
|
|
||
|
# deletest the choice buttons
|
||
|
func reset_options():
|
||
|
# Clearing out the options after one was selected.
|
||
|
for option in button_container.get_children():
|
||
|
option.queue_free()
|
||
|
|
||
|
# adds a button for the given choice
|
||
|
func add_choice_button(option: Dictionary):
|
||
|
if not _should_add_choice_button(option):
|
||
|
return
|
||
|
|
||
|
var button
|
||
|
if use_custom_choice_button():
|
||
|
button = get_custom_choice_button(option['label'])
|
||
|
else:
|
||
|
button = get_classic_choice_button(option['label'])
|
||
|
|
||
|
if use_native_choice_button() or use_custom_choice_button():
|
||
|
button_container.set('custom_constants/separation', current_theme.get_value('buttons', 'gap', 20))
|
||
|
button_container.add_child(button)
|
||
|
|
||
|
# Selecting the first button added
|
||
|
if button_container.get_child_count() == 1:
|
||
|
button.grab_focus()
|
||
|
|
||
|
# Adding audio when focused or hovered
|
||
|
button.connect('focus_entered', self, '_on_option_hovered', [button])
|
||
|
button.connect('mouse_entered', self, '_on_option_focused')
|
||
|
|
||
|
button.set_meta('event_idx', option['event_idx'])
|
||
|
button.set_meta('question_idx', option['question_idx'])
|
||
|
|
||
|
if Input.get_mouse_mode() != Input.MOUSE_MODE_VISIBLE:
|
||
|
last_mouse_mode = Input.get_mouse_mode()
|
||
|
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) # Make sure the cursor is visible for the options selection
|
||
|
|
||
|
# checks the condition of the given option
|
||
|
func _should_add_choice_button(option: Dictionary):
|
||
|
if not option['definition'].empty():
|
||
|
var def_value = null
|
||
|
for d in definitions['variables']:
|
||
|
if d['id'] == option['definition']:
|
||
|
def_value = d['value']
|
||
|
return def_value != null and _compare_definitions(def_value, option['value'], option['condition']);
|
||
|
else:
|
||
|
return true
|
||
|
|
||
|
# checks the 'custom_choice_button' setting
|
||
|
func use_custom_choice_button():
|
||
|
return current_theme.get_value('buttons', 'use_custom', false) and not current_theme.get_value('buttons', 'custom_path', "").empty()
|
||
|
|
||
|
# checks the 'native_choice_button' setting
|
||
|
func use_native_choice_button():
|
||
|
return current_theme.get_value('buttons', 'use_native', false)
|
||
|
|
||
|
# instances a custom choice
|
||
|
func get_custom_choice_button(label: String):
|
||
|
var theme = current_theme
|
||
|
var custom_path = current_theme.get_value('buttons', 'custom_path', "")
|
||
|
var CustomChoiceButton = load(custom_path)
|
||
|
var button = CustomChoiceButton.instance()
|
||
|
button.text = label
|
||
|
return button
|
||
|
|
||
|
# instances a normal dialogic button
|
||
|
func get_classic_choice_button(label: String):
|
||
|
var theme = current_theme
|
||
|
var button : Button = ChoiceButton.instance()
|
||
|
button.text = label
|
||
|
button.set_meta('input_next', input_next)
|
||
|
|
||
|
# Removing the blue selected border
|
||
|
button.set('custom_styles/focus', StyleBoxEmpty.new())
|
||
|
# Text
|
||
|
button.set('custom_fonts/font', DialogicUtil.path_fixer_load(theme.get_value('text', 'font', "res://addons/dialogic/Example Assets/Fonts/DefaultFont.tres")))
|
||
|
|
||
|
if not use_native_choice_button():
|
||
|
if theme.get_value('buttons', 'fixed', false):
|
||
|
var size = theme.get_value('buttons', 'fixed_size', Vector2(130,40))
|
||
|
button.rect_min_size = size
|
||
|
button.rect_size = size
|
||
|
|
||
|
button_container.set('custom_constants/separation', theme.get_value('buttons', 'gap', 20))
|
||
|
|
||
|
# Different styles
|
||
|
var default_background = 'res://addons/dialogic/Example Assets/backgrounds/background-2.png'
|
||
|
var default_style = [
|
||
|
false, # 0 $TextColor/CheckBox
|
||
|
Color.white, # 1 $TextColor/ColorPickerButton
|
||
|
false, # 2 $FlatBackground/CheckBox
|
||
|
Color.black, # 3 $FlatBackground/ColorPickerButton
|
||
|
true, # 4 $BackgroundTexture/CheckBox
|
||
|
default_background, # 5 $BackgroundTexture/Button
|
||
|
false, # 6 $TextureModulation/CheckBox
|
||
|
Color.white, # 7 $TextureModulation/ColorPickerButton
|
||
|
]
|
||
|
|
||
|
var style_normal = theme.get_value('buttons', 'normal', default_style)
|
||
|
var style_hover = theme.get_value('buttons', 'hover', default_style)
|
||
|
var style_pressed = theme.get_value('buttons', 'pressed', default_style)
|
||
|
var style_disabled = theme.get_value('buttons', 'disabled', default_style)
|
||
|
|
||
|
# Text color
|
||
|
var default_color = Color(theme.get_value('text', 'color', '#ffffff'))
|
||
|
button.set('custom_colors/font_color', default_color)
|
||
|
button.set('custom_colors/font_color_hover', default_color.lightened(0.2))
|
||
|
button.set('custom_colors/font_color_pressed', default_color.darkened(0.2))
|
||
|
button.set('custom_colors/font_color_disabled', default_color.darkened(0.8))
|
||
|
|
||
|
if style_normal[0]:
|
||
|
button.set('custom_colors/font_color', style_normal[1])
|
||
|
if style_hover[0]:
|
||
|
button.set('custom_colors/font_color_hover', style_hover[1])
|
||
|
if style_pressed[0]:
|
||
|
button.set('custom_colors/font_color_pressed', style_pressed[1])
|
||
|
if style_disabled[0]:
|
||
|
button.set('custom_colors/font_color_disabled', style_disabled[1])
|
||
|
|
||
|
|
||
|
# Style normal
|
||
|
button_style_setter('normal', style_normal, button, theme)
|
||
|
button_style_setter('hover', style_hover, button, theme)
|
||
|
button_style_setter('pressed', style_pressed, button, theme)
|
||
|
button_style_setter('disabled', style_disabled, button, theme)
|
||
|
return button
|
||
|
|
||
|
# adds parts of a style to the given button
|
||
|
func button_style_setter(section, data, button, theme):
|
||
|
var style_box = StyleBoxTexture.new()
|
||
|
if data[2]:
|
||
|
# I'm using a white texture to do the flat style because otherwise the padding doesn't work.
|
||
|
style_box.set('texture', DialogicUtil.path_fixer_load("res://addons/dialogic/Images/Plugin/white-texture.png"))
|
||
|
style_box.set('modulate_color', data[3])
|
||
|
else:
|
||
|
if data[4]:
|
||
|
style_box.set('texture', DialogicUtil.path_fixer_load(data[5]))
|
||
|
if data[6]:
|
||
|
style_box.set('modulate_color', data[7])
|
||
|
|
||
|
# Padding
|
||
|
var padding = theme.get_value('buttons', 'padding', Vector2(5,5))
|
||
|
style_box.set('margin_left', padding.x)
|
||
|
style_box.set('margin_right', padding.x)
|
||
|
style_box.set('margin_top', padding.y)
|
||
|
style_box.set('margin_bottom', padding.y)
|
||
|
button.set('custom_styles/' + section, style_box)
|
||
|
|
||
|
# focuses button on hover
|
||
|
func _on_option_hovered(button):
|
||
|
button.grab_focus()
|
||
|
|
||
|
# plays the sound
|
||
|
func _on_option_focused():
|
||
|
play_audio("hovering")
|
||
|
|
||
|
# connects the signals after a short delay to make accidental clicking less likely
|
||
|
func _on_OptionsDelayedInput_timeout():
|
||
|
for button in button_container.get_children():
|
||
|
if button.is_connected("pressed", self, "answer_question") == false:
|
||
|
button.connect("pressed", self, "answer_question", [button, button.get_meta('event_idx'), button.get_meta('question_idx')])
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## VOICE LINE FEATURE
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# plays the voice line of the event
|
||
|
func handle_voice(event):
|
||
|
var settings_file = DialogicResources.get_settings_config()
|
||
|
if not settings_file.get_value('dialog', 'text_event_audio_enable', false):
|
||
|
return
|
||
|
# In game only
|
||
|
if Engine.is_editor_hint():
|
||
|
return
|
||
|
|
||
|
if event.has('voice_data'):
|
||
|
var voice_data = event['voice_data']
|
||
|
if voice_data.has('0'):
|
||
|
$FX/CharacterVoice.play_voice(voice_data['0'])
|
||
|
return
|
||
|
|
||
|
$FX/CharacterVoice.stop_voice()
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## PORTRAITS
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# defocuses all characters except the given one
|
||
|
func grab_portrait_focus(character_data, event: Dictionary = {}) -> bool:
|
||
|
var exists = false
|
||
|
var visually_focus = true
|
||
|
if settings.has_section_key('dialog', 'dim_characters'):
|
||
|
visually_focus = settings.get_value('dialog', 'dim_characters')
|
||
|
|
||
|
for portrait in $Portraits.get_children():
|
||
|
if portrait.character_data == character_data:
|
||
|
exists = true
|
||
|
|
||
|
if visually_focus:
|
||
|
portrait.focus()
|
||
|
if event.has('portrait'):
|
||
|
if event['portrait'] != '':
|
||
|
portrait.set_portrait(event['portrait'])
|
||
|
else:
|
||
|
if visually_focus:
|
||
|
portrait.focusout()
|
||
|
return exists
|
||
|
|
||
|
# returns true if the a portrait for that character already exists
|
||
|
func portrait_exists(character_data) -> bool:
|
||
|
var exists = false
|
||
|
for portrait in $Portraits.get_children():
|
||
|
if portrait.character_data == character_data:
|
||
|
exists = true
|
||
|
return exists
|
||
|
|
||
|
# converts PORTRAIT-WEIRDNESS to a word
|
||
|
func get_character_position(positions) -> String:
|
||
|
if positions['0']:
|
||
|
return 'left'
|
||
|
if positions['1']:
|
||
|
return 'center_left'
|
||
|
if positions['2']:
|
||
|
return 'center'
|
||
|
if positions['3']:
|
||
|
return 'center_right'
|
||
|
if positions['4']:
|
||
|
return 'right'
|
||
|
return 'left'
|
||
|
|
||
|
# moves out all portraits
|
||
|
func characters_leave_all():
|
||
|
var portraits = get_node_or_null('Portraits')
|
||
|
if portraits != null:
|
||
|
for p in portraits.get_children():
|
||
|
p.fade_out()
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## GLOSSARY POPUP
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# cheks the 'show_glossary' setting
|
||
|
func _should_show_glossary():
|
||
|
if current_theme != null:
|
||
|
return current_theme.get_value('definitions', 'show_glossary', true)
|
||
|
return true
|
||
|
|
||
|
# shows the glossary popup
|
||
|
func _on_RichTextLabel_meta_hover_started(meta):
|
||
|
var correct_type = false
|
||
|
for d in definitions['glossary']:
|
||
|
if d['id'] == meta:
|
||
|
$DefinitionInfo.load_preview({
|
||
|
'title': d['title'],
|
||
|
'body': parse_definitions(d['text'], true, false), # inserts variables but not other glossary items!
|
||
|
'extra': d['extra'],
|
||
|
})
|
||
|
correct_type = true
|
||
|
dprint('[D] Hovered over glossary entry: ', d)
|
||
|
|
||
|
if correct_type:
|
||
|
definition_visible = true
|
||
|
$DefinitionInfo.visible = definition_visible
|
||
|
# Adding a timer to avoid a graphical glitch
|
||
|
$DefinitionInfo/Timer.stop()
|
||
|
|
||
|
# hides the glossary popup
|
||
|
func _on_RichTextLabel_meta_hover_ended(meta):
|
||
|
# Adding a timer to avoid a graphical glitch
|
||
|
$DefinitionInfo/Timer.start(0.1)
|
||
|
|
||
|
# hides the glossary popup
|
||
|
func _hide_definition_popup():
|
||
|
definition_visible = false
|
||
|
$DefinitionInfo.visible = definition_visible
|
||
|
|
||
|
# (actually) hides the glossary popup
|
||
|
func _on_Definition_Timer_timeout():
|
||
|
# Adding a timer to avoid a graphical glitch
|
||
|
definition_visible = false
|
||
|
$DefinitionInfo.visible = definition_visible
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## HELPERS
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# prints multiple strings if debug_mode is true
|
||
|
func dprint(string, arg1='', arg2='', arg3='', arg4='' ):
|
||
|
# HAHAHA if you are here wondering what this is...
|
||
|
# I ask myself the same question :')
|
||
|
if debug_mode:
|
||
|
print(str(string) + str(arg1) + str(arg2) + str(arg3) + str(arg4))
|
||
|
|
||
|
|
||
|
# helper that allows to get a character by file
|
||
|
func get_character(character_id):
|
||
|
for c in characters:
|
||
|
if c['file'] == character_id:
|
||
|
return c
|
||
|
return {}
|
||
|
|
||
|
# returns the result of the given dialogic comparison
|
||
|
func _compare_definitions(def_value: String, event_value: String, condition: String):
|
||
|
var condition_met = false;
|
||
|
if def_value != null and event_value != null:
|
||
|
# check if event_value equals a definition name and use that instead
|
||
|
for d in definitions['variables']:
|
||
|
if (d['name'] != '' and d['name'] == event_value):
|
||
|
event_value = d['value']
|
||
|
break;
|
||
|
var converted_def_value = def_value
|
||
|
var converted_event_value = event_value
|
||
|
if def_value.is_valid_float() and event_value.is_valid_float():
|
||
|
converted_def_value = float(def_value)
|
||
|
converted_event_value = float(event_value)
|
||
|
if condition == '':
|
||
|
condition = '==' # The default condition is Equal to
|
||
|
match condition:
|
||
|
"==":
|
||
|
condition_met = converted_def_value == converted_event_value
|
||
|
"!=":
|
||
|
condition_met = converted_def_value != converted_event_value
|
||
|
">":
|
||
|
condition_met = converted_def_value > converted_event_value
|
||
|
">=":
|
||
|
condition_met = converted_def_value >= converted_event_value
|
||
|
"<":
|
||
|
condition_met = converted_def_value < converted_event_value
|
||
|
"<=":
|
||
|
condition_met = converted_def_value <= converted_event_value
|
||
|
#print('comparing definition: ', def_value, ',', event_value, ',', condition, ' - ', condition_met)
|
||
|
return condition_met
|
||
|
|
||
|
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## DIALOG FADING
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# ähm... no clue. What is this @emilio?
|
||
|
# TODO wtf is this name?
|
||
|
func _hide_dialog():
|
||
|
$TextBubble.update_text('') # Clearing the text
|
||
|
$TextBubble.modulate = Color(1,1,1,0)
|
||
|
while_dialog_animation = true
|
||
|
dialog_faded_in_already = false
|
||
|
|
||
|
# start a fade in animation
|
||
|
func fade_in_dialog(time = 0.5):
|
||
|
visible = true
|
||
|
time = current_theme.get_value('animation', 'show_time', 0.5)
|
||
|
var has_tween = false
|
||
|
|
||
|
if Engine.is_editor_hint() == false:
|
||
|
if dialog_faded_in_already == false:
|
||
|
var tween = Tween.new()
|
||
|
add_child(tween)
|
||
|
# The tween created ('fade_in_tween_show_time') is also reference for the $TextBubble
|
||
|
# node to know if it should start showing up the letters of the dialog or not.
|
||
|
tween.name = 'fade_in_tween_show_time'
|
||
|
$TextBubble.modulate.a = 0
|
||
|
tween.interpolate_property($TextBubble, "modulate",
|
||
|
$TextBubble.modulate, Color(1,1,1,1), time,
|
||
|
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
|
||
|
tween.start()
|
||
|
tween.connect("tween_completed", self, "finished_fade_in_dialog", [tween])
|
||
|
has_tween = true
|
||
|
|
||
|
if has_tween:
|
||
|
while_dialog_animation = false
|
||
|
dialog_faded_in_already = true
|
||
|
|
||
|
# at the end of fade animation, reset flags
|
||
|
func finished_fade_in_dialog(object, key, node):
|
||
|
node.queue_free()
|
||
|
while_dialog_animation = false
|
||
|
dialog_faded_in_already = true
|
||
|
|
||
|
## -----------------------------------------------------------------------------
|
||
|
## LOADING AND SAVING
|
||
|
## -----------------------------------------------------------------------------
|
||
|
# returns all important data in a dictionary to be saved
|
||
|
func get_current_state_info():
|
||
|
var state = {}
|
||
|
|
||
|
# visible characters:
|
||
|
state["portraits"] = []
|
||
|
for portrait in $Portraits.get_children():
|
||
|
state['portraits'].append(portrait.current_state)
|
||
|
|
||
|
# background music:
|
||
|
state['background_music'] = $FX/BackgroundMusic.get_current_info()
|
||
|
|
||
|
# current_timeline and event
|
||
|
state["timeline"] = current_timeline
|
||
|
state['event_idx'] = dialog_index
|
||
|
|
||
|
# current background
|
||
|
state['background'] = current_background
|
||
|
|
||
|
return state
|
||
|
|
||
|
# loads all important data from a dictionary
|
||
|
func resume_state_from_info(state_info):
|
||
|
|
||
|
# wait until the dialog node was added to the tree
|
||
|
do_fade_in = false
|
||
|
yield(self, "ready")
|
||
|
#print(state_info)
|
||
|
|
||
|
|
||
|
|
||
|
# load the characters
|
||
|
for saved_portrait in state_info['portraits']:
|
||
|
var event = saved_portrait
|
||
|
|
||
|
# this code is ALL copied from the event_handler. So I should probably outsource it to a function...
|
||
|
var character_data = get_character(event['character'])
|
||
|
if portrait_exists(character_data):
|
||
|
for portrait in $Portraits.get_children():
|
||
|
if portrait.character_data == character_data:
|
||
|
portrait.move_to_position(get_character_position(event['position']))
|
||
|
portrait.set_mirror(event.get('mirror', false))
|
||
|
else:
|
||
|
var p = Portrait.instance()
|
||
|
var char_portrait = event['portrait']
|
||
|
if char_portrait == '':
|
||
|
char_portrait = 'Default'
|
||
|
|
||
|
if char_portrait == '[Definition]' and event.has('port_defn'):
|
||
|
var portrait_definition = event['port_defn']
|
||
|
if portrait_definition != '':
|
||
|
for d in DialogicResources.get_default_definitions()['variables']:
|
||
|
if d['id'] == portrait_definition:
|
||
|
char_portrait = d['value']
|
||
|
break
|
||
|
|
||
|
if current_theme.get_value('settings', 'single_portrait_mode', false):
|
||
|
p.single_portrait_mode = true
|
||
|
p.character_data = character_data
|
||
|
p.init(char_portrait)
|
||
|
|
||
|
p.set_mirror(event.get('mirror', false))
|
||
|
$Portraits.add_child(p)
|
||
|
p.move_to_position(get_character_position(event['position']), 0)
|
||
|
# this info is only used to save the state later
|
||
|
p.current_state['character'] = event['character']
|
||
|
p.current_state['position'] = event['position']
|
||
|
|
||
|
# load the background music
|
||
|
if state_info['background_music'] != null:
|
||
|
$FX/BackgroundMusic.crossfade_to(state_info['background_music']['file'], state_info['background_music']['audio_bus'], state_info['background_music']['volume'], 1)
|
||
|
|
||
|
# load the background image
|
||
|
if state_info['background']:
|
||
|
current_background = state_info['background']
|
||
|
|
||
|
var background = Background.instance()
|
||
|
call_deferred('resize_main') # Executing the resize main to update the background size
|
||
|
|
||
|
add_child(background)
|
||
|
|
||
|
if (current_background.ends_with('.tscn')):
|
||
|
var bg_scene = load(current_background)
|
||
|
if (bg_scene):
|
||
|
bg_scene = bg_scene.instance()
|
||
|
background.add_child(bg_scene)
|
||
|
elif (current_background != ''):
|
||
|
background.texture = load(current_background)
|
||
|
|
||
|
# load the timeline and event
|
||
|
set_current_dialog(state_info['timeline'])
|
||
|
|
||
|
# mark all previous question events as "answered"
|
||
|
for event_index in range(0, state_info['event_idx']):
|
||
|
if dialog_script['events'][event_index]['event_id'] == 'dialogic_010':
|
||
|
dialog_script['events'][event_index]['answered'] = true
|
||
|
|
||
|
_load_event_at_index(state_info['event_idx'])
|