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