@tool class_name DialogicUtil ## Script that container helper methods for both editor and game execution. ## Used whenever the same thing is needed in different parts of the plugin. #region EDITOR # This method should be used instead of EditorInterface.get_editor_scale(), because if you use that # it will run perfectly fine from the editor, but crash when the game is exported. static func get_editor_scale() -> float: return get_dialogic_plugin().get_editor_interface().get_editor_scale() ## Although this does in fact always return a EditorPlugin node, ## that class is apparently not present in export and referencing it here creates a crash. static func get_dialogic_plugin() -> Node: for child in Engine.get_main_loop().get_root().get_children(): if child.get_class() == "EditorNode": return child.get_node('DialogicPlugin') return null #endregion ## Returns the autoload when in-game. static func autoload() -> DialogicGameHandler: if Engine.is_editor_hint(): return null if not Engine.get_main_loop().root.has_node("Dialogic"): return null return Engine.get_main_loop().root.get_node("Dialogic") #region FILE SYSTEM ################################################################################ static func listdir(path: String, files_only:= true, throw_error:= true, full_file_path:= false, include_imports := false) -> Array: var files: Array = [] if path.is_empty(): path = "res://" if DirAccess.dir_exists_absolute(path): var dir := DirAccess.open(path) dir.list_dir_begin() var file_name := dir.get_next() while file_name != "": if not file_name.begins_with("."): if files_only: if not dir.current_is_dir() and (not file_name.ends_with('.import') or include_imports): if full_file_path: files.append(path.path_join(file_name)) else: files.append(file_name) else: if full_file_path: files.append(path.path_join(file_name)) else: files.append(file_name) file_name = dir.get_next() dir.list_dir_end() return files static func get_module_path(name:String, builtin:=true) -> String: if builtin: return "res://addons/dialogic/Modules".path_join(name) else: return ProjectSettings.get_setting('dialogic/extensions_folder', 'res://addons/dialogic_additions').path_join(name) ## This is a private and editor-only function. ## ## Populates the [class DialogicGameHandler] with new custom subsystems by ## directly manipulating the file's content and then importing the file. static func _update_autoload_subsystem_access() -> void: if not Engine.is_editor_hint(): printerr("[Dialogic] This function is only available in the editor.") return var script: Script = load("res://addons/dialogic/Core/DialogicGameHandler.gd") var new_subsystem_access_list := "#region SUBSYSTEMS\n" for indexer: DialogicIndexer in get_indexers(true, true): for subsystem: Dictionary in indexer._get_subsystems().duplicate(true): new_subsystem_access_list += '\nvar {name} := preload("{script}").new():\n\tget: return get_subsystem("{name}")\n'.format(subsystem) new_subsystem_access_list += "\n#endregion" script.source_code = RegEx.create_from_string("#region SUBSYSTEMS\\n#*\\n((?!#endregion)(.*\\n))*#endregion").sub(script.source_code, new_subsystem_access_list) ResourceSaver.save(script) Engine.get_singleton("EditorInterface").get_resource_filesystem().reimport_files(["res://addons/dialogic/Core/DialogicGameHandler.gd"]) static func get_indexers(include_custom := true, force_reload := false) -> Array[DialogicIndexer]: if Engine.get_main_loop().has_meta('dialogic_indexers') and !force_reload: return Engine.get_main_loop().get_meta('dialogic_indexers') var indexers: Array[DialogicIndexer] = [] for file in listdir(DialogicUtil.get_module_path(''), false): var possible_script: String = DialogicUtil.get_module_path(file).path_join("index.gd") if ResourceLoader.exists(possible_script): indexers.append(load(possible_script).new()) if include_custom: var extensions_folder: String = ProjectSettings.get_setting('dialogic/extensions_folder', "res://addons/dialogic_additions/") for file in listdir(extensions_folder, false, false): var possible_script: String = extensions_folder.path_join(file + "/index.gd") if ResourceLoader.exists(possible_script): indexers.append(load(possible_script).new()) Engine.get_main_loop().set_meta('dialogic_indexers', indexers) return indexers enum AnimationType {ALL, IN, OUT, ACTION} static func get_portrait_animation_scripts(type:=AnimationType.ALL, include_custom:=true) -> Array: var animations := DialogicResourceUtil.list_special_resources_of_type("PortraitAnimation") return animations.filter( func(script): if type == AnimationType.ALL: return true; if type == AnimationType.IN: return '_in' in script; if type == AnimationType.OUT: return '_out' in script; if type == AnimationType.ACTION: return not ('_in' in script or '_out' in script)) static func pretty_name(script:String) -> String: var _name := script.get_file().trim_suffix("."+script.get_extension()) _name = _name.replace('_', ' ') _name = _name.capitalize() return _name #endregion #region EDITOR SETTINGS & COLORS ################################################################################ static func set_editor_setting(setting:String, value:Variant) -> void: var cfg := ConfigFile.new() if FileAccess.file_exists('user://dialogic/editor_settings.cfg'): cfg.load('user://dialogic/editor_settings.cfg') cfg.set_value('DES', setting, value) if !DirAccess.dir_exists_absolute('user://dialogic'): DirAccess.make_dir_absolute('user://dialogic') cfg.save('user://dialogic/editor_settings.cfg') static func get_editor_setting(setting:String, default:Variant=null) -> Variant: var cfg := ConfigFile.new() if !FileAccess.file_exists('user://dialogic/editor_settings.cfg'): return default if !cfg.load('user://dialogic/editor_settings.cfg') == OK: return default return cfg.get_value('DES', setting, default) static func get_color_palette(default:bool = false) -> Dictionary: var defaults := { 'Color1': Color('#3b8bf2'), # Blue 'Color2': Color('#00b15f'), # Green 'Color3': Color('#e868e2'), # Pink 'Color4': Color('#9468e8'), # Purple 'Color5': Color('#574fb0'), # DarkPurple 'Color6': Color('#1fa3a3'), # Aquamarine 'Color7': Color('#fa952a'), # Orange 'Color8': Color('#de5c5c'), # Red 'Color9': Color('#7c7c7c'), # Gray } if default: return defaults return get_editor_setting('color_palette', defaults) static func get_color(value:String) -> Color: var colors := get_color_palette() return colors[value] #endregion #region TIMER PROCESS MODE ################################################################################ static func is_physics_timer() -> bool: return ProjectSettings.get_setting('dialogic/timer/process_in_physics', false) static func update_timer_process_callback(timer:Timer) -> void: timer.process_callback = Timer.TIMER_PROCESS_PHYSICS if is_physics_timer() else Timer.TIMER_PROCESS_IDLE #endregion #region TRANSLATIONS ################################################################################ static func get_next_translation_id() -> String: ProjectSettings.set_setting('dialogic/translation/id_counter', ProjectSettings.get_setting('dialogic/translation/id_counter', 16)+1) return '%x' % ProjectSettings.get_setting('dialogic/translation/id_counter', 16) #endregion #region VARIABLES ################################################################################ enum VarTypes {ANY, STRING, FLOAT, INT, BOOL} static func get_default_variables() -> Dictionary: return ProjectSettings.get_setting('dialogic/variables', {}) # helper that converts a nested variable dictionary into an array with paths static func list_variables(dict:Dictionary, path := "", type:=VarTypes.ANY) -> Array: var array := [] for key in dict.keys(): if typeof(dict[key]) == TYPE_DICTIONARY: array.append_array(list_variables(dict[key], path+key+".", type)) else: if type == VarTypes.ANY or get_variable_value_type(dict[key]) == type: array.append(path+key) return array static func get_variable_value_type(value:Variant) -> int: match typeof(value): TYPE_STRING: return VarTypes.STRING TYPE_FLOAT: return VarTypes.FLOAT TYPE_INT: return VarTypes.INT TYPE_BOOL: return VarTypes.BOOL return VarTypes.ANY static func get_variable_type(path:String, dict:Dictionary={}) -> VarTypes: if dict.is_empty(): dict = get_default_variables() return get_variable_value_type(_get_value_in_dictionary(path, dict)) ## This will set a value in a dictionary (or a sub-dictionary based on the path) ## e.g. it could set "Something.Something.Something" in {'Something':{'Something':{'Someting':"value"}}} static func _set_value_in_dictionary(path:String, dictionary:Dictionary, value): if '.' in path: var from := path.split('.')[0] if from in dictionary.keys(): dictionary[from] = _set_value_in_dictionary(path.trim_prefix(from+"."), dictionary[from], value) else: if path in dictionary.keys(): dictionary[path] = value return dictionary ## This will get a value in a dictionary (or a sub-dictionary based on the path) ## e.g. it could get "Something.Something.Something" in {'Something':{'Something':{'Someting':"value"}}} static func _get_value_in_dictionary(path:String, dictionary:Dictionary, default= null) -> Variant: if '.' in path: var from := path.split('.')[0] if from in dictionary.keys(): return _get_value_in_dictionary(path.trim_prefix(from+"."), dictionary[from], default) else: if path in dictionary.keys(): return dictionary[path] return default #endregion #region STYLES ################################################################################ static func get_default_layout_base() -> PackedScene: return load(DialogicUtil.get_module_path('DefaultLayoutParts').path_join("Base_Default/default_layout_base.tscn")) static func get_fallback_style() -> DialogicStyle: return load(DialogicUtil.get_module_path('DefaultLayoutParts').path_join("Style_VN_Default/default_vn_style.tres")) static func get_default_style() -> DialogicStyle: var default: String = ProjectSettings.get_setting('dialogic/layout/default_style', '') if !ResourceLoader.exists(default): return get_fallback_style() return load(default) static func get_style_by_name(name:String) -> DialogicStyle: if name.is_empty(): return get_default_style() var styles: Array = ProjectSettings.get_setting('dialogic/layout/style_list', []) for style in styles: if not ResourceLoader.exists(style): continue if load(style).name == name: return load(style) return get_default_style() #endregion #region SCENE EXPORT OVERRIDES ################################################################################ static func apply_scene_export_overrides(node:Node, export_overrides:Dictionary, apply := true) -> void: var default_info := get_scene_export_defaults(node) if !node.script: return var property_info: Array[Dictionary] = node.script.get_script_property_list() for i in property_info: if i['usage'] & PROPERTY_USAGE_EDITOR: if i['name'] in export_overrides: if str_to_var(export_overrides[i['name']]) == null and typeof(node.get(i['name'])) == TYPE_STRING: node.set(i['name'], export_overrides[i['name']]) else: node.set(i['name'], str_to_var(export_overrides[i['name']])) elif i['name'] in default_info: node.set(i['name'], default_info.get(i['name'])) if apply: if node.has_method('apply_export_overrides'): node.apply_export_overrides() static func get_scene_export_defaults(node:Node) -> Dictionary: if !node.script: return {} if Engine.get_main_loop().has_meta('dialogic_scene_export_defaults') and \ node.script.resource_path in Engine.get_main_loop().get_meta('dialogic_scene_export_defaults'): return Engine.get_main_loop().get_meta('dialogic_scene_export_defaults')[node.script.resource_path] if !Engine.get_main_loop().has_meta('dialogic_scene_export_defaults'): Engine.get_main_loop().set_meta('dialogic_scene_export_defaults', {}) var defaults := {} var property_info :Array[Dictionary] = node.script.get_script_property_list() for i in property_info: if i['usage'] & PROPERTY_USAGE_EDITOR: defaults[i['name']] = node.get(i['name']) Engine.get_main_loop().get_meta('dialogic_scene_export_defaults')[node.script.resource_path] = defaults return defaults #endregion #region INSPECTOR FIELDS ################################################################################ static func setup_script_property_edit_node(property_info: Dictionary, value:Variant, property_changed:Callable) -> Control: var input: Control = null match property_info['type']: TYPE_BOOL: input = CheckBox.new() if value != null: input.button_pressed = value input.toggled.connect(DialogicUtil._on_export_bool_submitted.bind(property_info.name, property_changed)) TYPE_COLOR: input = ColorPickerButton.new() if value != null: input.color = value input.color_changed.connect(DialogicUtil._on_export_color_submitted.bind(property_info.name, property_changed)) input.custom_minimum_size.x = get_editor_scale() * 50 TYPE_INT: if property_info['hint'] & PROPERTY_HINT_ENUM: input = OptionButton.new() for x in property_info['hint_string'].split(','): input.add_item(x.split(':')[0]) if value != null: input.select(value) input.item_selected.connect(DialogicUtil._on_export_int_enum_submitted.bind(property_info.name, property_changed)) else: input = SpinBox.new() input.value_changed.connect(DialogicUtil._on_export_number_submitted.bind(property_info.name, property_changed)) if property_info.hint_string == 'int': input.step = 1 input.allow_greater = true input.allow_lesser = true elif ',' in property_info.hint_string: input.min_value = int(property_info.hint_string.get_slice(',', 0)) input.max_value = int(property_info.hint_string.get_slice(',', 1)) if property_info.hint_string.count(',') > 1: input.step = int(property_info.hint_string.get_slice(',', 2)) if value != null: input.value = value TYPE_FLOAT: input = SpinBox.new() input.step = 0.01 if ',' in property_info.hint_string: input.min_value = float(property_info.hint_string.get_slice(',', 0)) input.max_value = float(property_info.hint_string.get_slice(',', 1)) if property_info.hint_string.count(',') > 1: input.step = float(property_info.hint_string.get_slice(',', 2)) input.value_changed.connect(DialogicUtil._on_export_number_submitted.bind(property_info.name, property_changed)) if value != null: input.value = value TYPE_VECTOR2, TYPE_VECTOR3, TYPE_VECTOR4: var vectorSize: String = type_string(typeof(value))[-1] input = load("res://addons/dialogic/Editor/Events/Fields/field_vector" + vectorSize + ".tscn").instantiate() input.property_name = property_info['name'] input.set_value(value) input.value_changed.connect(DialogicUtil._on_export_vector_submitted.bind(property_changed)) TYPE_STRING: if property_info['hint'] & PROPERTY_HINT_FILE or property_info['hint'] & PROPERTY_HINT_DIR: input = load("res://addons/dialogic/Editor/Events/Fields/field_file.tscn").instantiate() input.file_filter = property_info['hint_string'] input.file_mode = FileDialog.FILE_MODE_OPEN_FILE if property_info['hint'] == PROPERTY_HINT_DIR: input.file_mode = FileDialog.FILE_MODE_OPEN_DIR input.property_name = property_info['name'] input.placeholder = "Default" input.hide_reset = true if value != null: input.set_value(value) input.value_changed.connect(DialogicUtil._on_export_file_submitted.bind(property_changed)) elif property_info['hint'] & PROPERTY_HINT_ENUM: input = OptionButton.new() var options: PackedStringArray = [] for x in property_info['hint_string'].split(','): options.append(x.split(':')[0].strip_edges()) input.add_item(options[-1]) if value != null: input.select(options.find(value)) input.item_selected.connect(DialogicUtil._on_export_string_enum_submitted.bind(property_info.name, options, property_changed)) else: input = LineEdit.new() if value != null: input.text = value input.text_submitted.connect(DialogicUtil._on_export_input_text_submitted.bind(property_info.name, property_changed)) TYPE_OBJECT: input = load("res://addons/dialogic/Editor/Common/hint_tooltip_icon.tscn").instantiate() input.hint_text = "Objects/Resources as settings are currently not supported. \nUse @export_file('*.extension') instead and load the resource once needed." _: input = LineEdit.new() if value != null: input.text = value input.text_submitted.connect(_on_export_input_text_submitted.bind(property_info.name, property_changed)) return input static func _on_export_input_text_submitted(text:String, property_name:String, callable: Callable) -> void: callable.call(property_name, var_to_str(text)) static func _on_export_bool_submitted(value:bool, property_name:String, callable: Callable) -> void: callable.call(property_name, var_to_str(value)) static func _on_export_color_submitted(color:Color, property_name:String, callable: Callable) -> void: callable.call(property_name, var_to_str(color)) static func _on_export_int_enum_submitted(item:int, property_name:String, callable: Callable) -> void: callable.call(property_name, var_to_str(item)) static func _on_export_number_submitted(value:float, property_name:String, callable: Callable) -> void: callable.call(property_name, var_to_str(value)) static func _on_export_file_submitted(property_name:String, value:String, callable: Callable) -> void: callable.call(property_name, var_to_str(value)) static func _on_export_string_enum_submitted(value:int, property_name:String, list:PackedStringArray, callable: Callable): callable.call(property_name, var_to_str(list[value])) static func _on_export_vector_submitted(property_name:String, value:Variant, callable: Callable) -> void: callable.call(property_name, var_to_str(value)) #endregion #region EVENT DEFAULTS ################################################################################ static func get_custom_event_defaults(event_name:String) -> Dictionary: if Engine.is_editor_hint(): return ProjectSettings.get_setting('dialogic/event_default_overrides', {}).get(event_name, {}) else: if !Engine.get_main_loop().has_meta('dialogic_event_defaults'): Engine.get_main_loop().set_meta('dialogic_event_defaults', ProjectSettings.get_setting('dialogic/event_default_overrides', {})) return Engine.get_main_loop().get_meta('dialogic_event_defaults').get(event_name, {}) #endregion #region CONVERSION ################################################################################ static func str_to_bool(boolstring:String) -> bool: return true if boolstring == "true" else false static func logical_convert(value:Variant) -> Variant: if typeof(value) == TYPE_STRING: if value.is_valid_int(): return value.to_int() if value.is_valid_float(): return value.to_float() if value == 'true': return true if value == 'false': return false return value ## Takes [param source] and builds a dictionary of keys only. ## The values are `null`. static func str_to_hash_set(source: String) -> Dictionary: var dictionary := Dictionary() for character in source: dictionary[character] = null return dictionary #endregion