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extends DialogicSubsystem
## Subsystem that handles input, Auto-Advance, and skipping.
##
## This subsystem can be accessed via GDScript: `Dialogic.Inputs`.
signal dialogic_action_priority
signal dialogic_action
## Whenever the Auto-Skip timer finishes, this signal is emitted.
## Configure Auto-Skip settings via [member auto_skip].
signal autoskip_timer_finished
var input_block_timer := Timer.new()
var _auto_skip_timer_left: float = 0.0
var action_was_consumed := false
var auto_skip: DialogicAutoSkip = null
var auto_advance : DialogicAutoAdvance = null
var manual_advance: DialogicManualAdvance = null
#region SUBSYSTEM METHODS
################################################################################
func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
if not is_node_ready():
await ready
manual_advance.disabled_until_next_event = false
manual_advance.system_enabled = true
func pause() -> void:
auto_advance.autoadvance_timer.paused = true
input_block_timer.paused = true
set_process(false)
func resume() -> void:
auto_advance.autoadvance_timer.paused = false
input_block_timer.paused = false
var is_autoskip_timer_done := _auto_skip_timer_left > 0.0
set_process(!is_autoskip_timer_done)
func post_install() -> void:
dialogic.Settings.connect_to_change('autoadvance_delay_modifier', auto_advance._update_autoadvance_delay_modifier)
auto_skip.toggled.connect(_on_autoskip_toggled)
auto_skip._init()
add_child(input_block_timer)
input_block_timer.one_shot = true
#endregion
#region MAIN METHODS
################################################################################
func handle_input() -> void:
if dialogic.paused or is_input_blocked():
return
if not action_was_consumed:
# We want to stop auto-advancing that cancels on user inputs.
if (auto_advance.is_enabled()
and auto_advance.enabled_until_user_input):
auto_advance.enabled_until_user_input = false
action_was_consumed = true
# We want to stop auto-skipping if it's enabled, we are listening
# to user inputs, and it's not instant skipping.
if (auto_skip.disable_on_user_input
and auto_skip.enabled):
auto_skip.enabled = false
action_was_consumed = true
dialogic_action_priority.emit()
if action_was_consumed:
action_was_consumed = false
return
dialogic_action.emit()
## Unhandled Input is used for all NON-Mouse based inputs.
func _unhandled_input(event:InputEvent) -> void:
if Input.is_action_just_pressed(ProjectSettings.get_setting('dialogic/text/input_action', 'dialogic_default_action')):
if event is InputEventMouse:
return
handle_input()
## Input is used for all mouse based inputs.
## If any DialogicInputNode is present this won't do anything (because that node handles MouseInput then).
func _input(event:InputEvent) -> void:
if Input.is_action_just_pressed(ProjectSettings.get_setting('dialogic/text/input_action', 'dialogic_default_action')):
if not event is InputEventMouse or get_tree().get_nodes_in_group('dialogic_input').any(func(node):return node.is_visible_in_tree()):
return
handle_input()
## This is called from the gui_input of the InputCatcher and DialogText nodes
func handle_node_gui_input(event:InputEvent) -> void:
if Input.is_action_just_pressed(ProjectSettings.get_setting('dialogic/text/input_action', 'dialogic_default_action')):
if event is InputEventMouseButton and event.pressed:
DialogicUtil.autoload().Inputs.handle_input()
func is_input_blocked() -> bool:
return input_block_timer.time_left > 0.0
func block_input(time:=0.1) -> void:
if time > 0:
input_block_timer.wait_time = time
input_block_timer.start()
func _ready() -> void:
auto_skip = DialogicAutoSkip.new()
auto_advance = DialogicAutoAdvance.new()
manual_advance = DialogicManualAdvance.new()
# We use the process method to count down the auto-start_autoskip_timer timer.
set_process(false)
func stop_timers() -> void:
auto_advance.autoadvance_timer.stop()
input_block_timer.stop()
_auto_skip_timer_left = 0.0
#endregion
#region AUTO-SKIP
################################################################################
## This method will advance the timeline based on Auto-Skip settings.
## The state, whether Auto-Skip is enabled, is ignored.
func start_autoskip_timer() -> void:
_auto_skip_timer_left = auto_skip.time_per_event
set_process(true)
await autoskip_timer_finished
## If Auto-Skip disables, we want to stop the timer.
func _on_autoskip_toggled(enabled: bool) -> void:
if not enabled:
_auto_skip_timer_left = 0.0
## Handles fine-grained Auto-Skip logic.
## The [method _process] method allows for a more precise timer than the
## [Timer] class.
func _process(delta: float) -> void:
if _auto_skip_timer_left > 0:
_auto_skip_timer_left -= delta
if _auto_skip_timer_left <= 0:
autoskip_timer_finished.emit()
else:
autoskip_timer_finished.emit()
set_process(false)
#endregion
#region TEXT EFFECTS
################################################################################
func effect_input(text_node:Control, skipped:bool, argument:String) -> void:
if skipped:
return
dialogic.Text.show_next_indicators()
await dialogic.Inputs.dialogic_action_priority
dialogic.Text.hide_next_indicators()
dialogic.Inputs.action_was_consumed = true
func effect_noskip(text_node:Control, skipped:bool, argument:String) -> void:
dialogic.Text.set_text_reveal_skippable(false, true)
manual_advance.disabled_until_next_event = true
effect_autoadvance(text_node, skipped, argument)
func effect_autoadvance(text_node: Control, skipped:bool, argument:String) -> void:
if argument.ends_with('?'):
argument = argument.trim_suffix('?')
else:
auto_advance.enabled_until_next_event = true
if argument.is_valid_float():
auto_advance.override_delay_for_current_event = float(argument)
#endregion