@tool class_name DialogicEvent extends Resource ## Base event class for all dialogic events. ## Implements basic properties, translation, shortcode saving and usefull methods for creating ## the editor UI. ## Emmited when the event starts. ## The signal is emmited with the event resource [code]event_resource[/code] signal event_started(event_resource:DialogicEvent) ## Emmited when the event finish. ## The signal is emmited with the event resource [code]event_resource[/code] signal event_finished(event_resource:DialogicEvent) ### Main Event Properties ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## The event name that'll be displayed in the editor. var event_name: String = "Event" ## Unique identifier used for translatable events. var _translation_id: String = "" ## A reference to dialogic during execution, can be used the same as Dialogic (reference to the autoload) var dialogic: DialogicGameHandler = null ### Special Event Properties ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ### (these properties store how this event affects indentation/flow of timeline) ## If true this event can not be toplevel (e.g. Choice) var needs_indentation: bool = false ## If true this event will spawn with an END BRANCH event and higher the indentation var can_contain_events: bool = false ## If [can_contain_events] is true this is a reference to the end branch event var end_branch_event: DialogicEndBranchEvent = null ## If this is true this event will group with other similar events (like choices do). var wants_to_group: bool = false ### Saving/Loading Properties ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## Stores the event in a text format. Does NOT automatically update. var event_node_as_text: String = "" ## Flags if the event has been processed or is only stored as text var event_node_ready: bool = false ## How many empty lines are before this event var empty_lines_above:int = 0 ### Editor UI Properties ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## The event color that event node will take in the editor var event_color: Color = Color("FBB13C") ## If you are using the default color palette var dialogic_color_name: String = '' ## To sort the buttons shown in the editor. Lower index is placed at the top of a category var event_sorting_index: int = 0 ## If true the event will not have a button in the visual editor sidebar var disable_editor_button: bool = false ## If false the event will hide it's body by default. Recommended for most events var expand_by_default: bool = false ## The URL to open when right_click>Documentation is selected var help_page_path: String = "" ## Is the event block created by a button? var created_by_button: bool = false ## Reference to the node, that represents this event. Only works while in visual editor mode. ## Use with care. var _editor_node: Control = null ## The categories and which one to put it in (in the visual editor sidebar) var event_category: String = "Other" ### Editor UI creation ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ## To differentiate fields that should go to the header and to the body enum Location {HEADER, BODY} ## To differentiate the different types of fields for event properties in the visual editor enum ValueType { # Strings MULTILINE_TEXT, SINGLELINE_TEXT, CONDITION, FILE, # Booleans BOOL, BOOL_BUTTON, # Options DYNAMIC_OPTIONS, FIXED_OPTIONS, # Containers, ARRAY, DICTIONARY, # Numbers NUMBER, VECTOR2, VECTOR3, VECTOR4, # Other CUSTOM, BUTTON, LABEL, COLOR } ## List that stores the fields for the editor var editor_list: Array = [] ## Singal that notifies the visual editor block to update signal ui_update_needed signal ui_update_warning(text:String) ## Makes this resource printable. func _to_string() -> String: return "[{name}:{id}]".format({"name":event_name, "id":get_instance_id()}) #endregion #region EXECUTION ################################################################################ ## Executes the event behaviour. In subclasses [_execute] (not this one) should be overriden! func execute(_dialogic_game_handler) -> void: event_started.emit(self) dialogic = _dialogic_game_handler call_deferred("_execute") ## Ends the event behaviour. func finish() -> void: event_finished.emit(self) ## To be overridden by subclasses. func _execute() -> void: finish() #endregion #region OVERRIDABLES ################################################################################ ## to be overridden by sub-classes ## only called if can_contain_events is true. ## return a control node that should show on the END BRANCH node func get_end_branch_control() -> Control: return null ## to be overridden by sub-classes ## only called if can_contain_events is true and the previous event was an end-branch event ## return true if this event should be executed if the previous event was an end-branch event ## basically only important for the Condition event but who knows. Some day someone might need this. func should_execute_this_branch() -> bool: return false #endregion #region TRANSLATIONS ################################################################################ ## Overwrite if this events needs translation. func _get_translatable_properties() -> Array: return [] ## Overwrite if this events needs translation. func _get_property_original_translation(property_name:String) -> String: return '' ## Returns true if there is any translatable properties on this event. ## Overwrite [_get_translatable_properties()] to change this. func can_be_translated() -> bool: return !_get_translatable_properties().is_empty() ## This is automatically called, no need to use this. func add_translation_id() -> String: _translation_id = DialogicUtil.get_next_translation_id() return _translation_id func remove_translation_id() -> void: _translation_id = "" func get_property_translation_key(property_name:String) -> String: return event_name.path_join(_translation_id).path_join(property_name) ## Call this whenever you are using a translatable property func get_property_translated(property_name:String) -> String: if !_translation_id.is_empty() and ProjectSettings.get_setting('dialogic/translation/enabled', false): var translation := tr(get_property_translation_key(property_name)) # if no translation is found tr() returns the id, but we want to fallback to the original return translation if translation != get_property_translation_key(property_name) else _get_property_original_translation(property_name) else: return _get_property_original_translation(property_name) #endregion #region SAVE / LOAD (internal, don't override) ################################################################################ ### These functions are used by the timeline loader/saver ### They mainly use the overridable behaviour below, but enforce the unique_id saving ## Used by the Timeline saver. func _store_as_string() -> String: if !_translation_id.is_empty() and can_be_translated(): return to_text() + ' #id:'+str(_translation_id) else: return to_text() ## Call this if you updated an event and want the changes to be saved. func update_text_version() -> void: event_node_as_text = _store_as_string() ## Used by timeline processor. func _load_from_string(string:String) -> void: _load_custom_defaults() if '#id:' in string and can_be_translated(): _translation_id = string.get_slice('#id:', 1).strip_edges() from_text(string.get_slice('#id:', 0)) else: from_text(string) event_node_ready = true ## Assigns the custom defaults func _load_custom_defaults(): for default_prop in DialogicUtil.get_custom_event_defaults(event_name): if default_prop in self: set(default_prop, DialogicUtil.get_custom_event_defaults(event_name)[default_prop]) ## Used by the timeline processor. func _test_event_string(string:String) -> bool: if '#id:' in string and can_be_translated(): return is_valid_event(string.get_slice('#id:', 0)) return is_valid_event(string.strip_edges()) #endregion #region SAVE / LOAD ################################################################################ ### All of these functions can/should be overridden by the sub classes ## if this uses the short-code format, return the shortcode func get_shortcode() -> String: return 'default_shortcode' ## if this uses the short-code format, return the parameters and corresponding property names func get_shortcode_parameters() -> Dictionary: return {} ## returns a readable presentation of the event (This is how it's stored) ## by default it uses a shortcode format, but can be overridden func to_text() -> String: var result_string: String = "["+self.get_shortcode() var params: Dictionary = get_shortcode_parameters() var custom_defaults: Dictionary = DialogicUtil.get_custom_event_defaults(event_name) for parameter in params.keys(): if (typeof(get(params[parameter].property)) != typeof(custom_defaults.get(params[parameter].property, params[parameter].default))) or \ (get(params[parameter].property) != custom_defaults.get(params[parameter].property, params[parameter].default)): if typeof(get(params[parameter].property)) == TYPE_OBJECT: result_string += " "+parameter+'="'+str(get(params[parameter].property).resource_path)+'"' elif typeof(get(params[parameter].property)) == TYPE_STRING: result_string += " "+parameter+'="'+get(params[parameter].property).replace('=', "\\=")+'"' # if this is an enum with values provided, try to use a text alternative elif typeof(get(params[parameter].property)) == TYPE_INT and params[parameter].has('suggestions'): for option in params[parameter].suggestions.call().values(): if option.value == get(params[parameter].property): if option.has('text_alt'): result_string += " "+parameter+'="'+option.text_alt[0]+'"' else: result_string += " "+parameter+'="'+var_to_str(option.value).replace('=', "\\=")+'"' break elif typeof(get(params[parameter].property)) == TYPE_DICTIONARY: result_string += " "+parameter+'="'+ JSON.stringify(get(params[parameter].property)).replace('=', "\\=")+'"' else: result_string += " "+parameter+'="'+var_to_str(get(params[parameter].property)).replace('=', "\\=")+'"' result_string += "]" return result_string ## loads the variables from the string stored above ## by default it uses the shortcode format, but can be overridden func from_text(string:String) -> void: var data: Dictionary = parse_shortcode_parameters(string) var params: Dictionary = get_shortcode_parameters() for parameter in params.keys(): if not parameter in data: continue var value: Variant match typeof(get(params[parameter].property)): TYPE_STRING: value = data[parameter].replace('\\=', '=') TYPE_INT: if params[parameter].has('suggestions'): for option in params[parameter].suggestions.call().values(): if option.has('text_alt') and data[parameter] in option.text_alt: value = option.value break if !value: value = float(data[parameter].replace('\\=', '=')) _: value = str_to_var(data[parameter].replace('\\=', '=')) set(params[parameter].property, value) ## has to return true, if the given string can be interpreted as this event ## by default it uses the shortcode formta, but can be overridden func is_valid_event(string:String) -> bool: if string.strip_edges().begins_with('['+get_shortcode()+' ') or string.strip_edges().begins_with('['+get_shortcode()+']'): return true return false ## has to return true if this string seems to be a full event of this kind ## (only tested if is_valid_event() returned true) ## if a shortcode it used it will default to true if the string ends with ']' func is_string_full_event(string:String) -> bool: if get_shortcode() != 'default_shortcode': return string.strip_edges().ends_with(']') return true ## used to get all the shortcode parameters in a string as a dictionary func parse_shortcode_parameters(shortcode : String) -> Dictionary: var regex: RegEx = RegEx.new() regex.compile('((?[^\\s=]*)\\s*=\\s*"(?([^=]|\\\\=)*)(? Resource: var _icon_file_name := "res://addons/dialogic/Editor/Images/Pieces/closed-icon.svg" # Default # Check for both svg and png, but prefer svg if available if ResourceLoader.exists(self.get_script().get_path().get_base_dir() + "/icon.svg"): _icon_file_name = self.get_script().get_path().get_base_dir() + "/icon.svg" elif ResourceLoader.exists(self.get_script().get_path().get_base_dir() + "/icon.png"): _icon_file_name = self.get_script().get_path().get_base_dir() + "/icon.png" return load(_icon_file_name) func set_default_color(value:Variant) -> void: dialogic_color_name = value event_color = DialogicUtil.get_color(value) ## Called when the resource is assigned to a event block in the visual editor func _enter_visual_editor(timeline_editor:DialogicEditor) -> void: pass #endregion #region CODE COMPLETION ################################################################################ ## This method can be overwritten to implement code completion for custom syntaxes func _get_code_completion(CodeCompletionHelper:Node, TextNode:TextEdit, line:String, word:String, symbol:String) -> void: pass ## This method can be overwritten to add starting suggestions for this event func _get_start_code_completion(CodeCompletionHelper:Node, TextNode:TextEdit) -> void: pass #endregion #region SYNTAX HIGHLIGHTING ################################################################################ func _get_syntax_highlighting(Highlighter:SyntaxHighlighter, dict:Dictionary, line:String) -> Dictionary: return dict #endregion #region EVENT FIELDS ################################################################################ func get_event_editor_info() -> Array: if Engine.is_editor_hint(): if editor_list != null: editor_list.clear() else: editor_list = [] build_event_editor() return editor_list else: return [] ## to be overwritten by the sub_classes func build_event_editor() -> void: pass ## For the methods below the arguments are mostly similar: ## @variable: String name of the property this field is for ## @condition: String that will be executed as an expression. If it false ## @editor_type: One of the ValueTypes (see ValueType enum). Defines type of field. ## @left_text: Text that will be shown to the left of the field ## @right_text: Text that will be shown to the right of the field ## @extra_info: Allows passing a lot more info to the field. ## What info can be passed is differnet for every field func add_header_label(text:String, condition:= "") -> void: editor_list.append({ "name" : "something", "type" :+ TYPE_STRING, "location" : Location.HEADER, "usage" : PROPERTY_USAGE_EDITOR, "field_type" : ValueType.LABEL, "display_info" : {"text":text}, "condition" : condition }) func add_header_edit(variable:String, editor_type := ValueType.LABEL, extra_info:= {}, condition:= "") -> void: editor_list.append({ "name" : variable, "type" : typeof(get(variable)), "location" : Location.HEADER, "usage" : PROPERTY_USAGE_DEFAULT, "field_type" : editor_type, "display_info" : extra_info, "left_text" : extra_info.get('left_text', ''), "right_text" : extra_info.get('right_text', ''), "condition" : condition, }) func add_header_button(text:String, callable:Callable, tooltip:String, icon: Variant = null, condition:= "") -> void: editor_list.append({ "name" : "Button", "type" : TYPE_STRING, "location" : Location.HEADER, "usage" : PROPERTY_USAGE_DEFAULT, "field_type" : ValueType.BUTTON, "display_info" : {'text':text, 'tooltip':tooltip, 'callable':callable, 'icon':icon}, "condition" : condition, }) func add_body_edit(variable:String, editor_type := ValueType.LABEL, extra_info:= {}, condition:= "") -> void: editor_list.append({ "name" : variable, "type" : typeof(get(variable)), "location" : Location.BODY, "usage" : PROPERTY_USAGE_DEFAULT, "field_type" : editor_type, "display_info" : extra_info, "left_text" : extra_info.get('left_text', ''), "right_text" : extra_info.get('right_text', ''), "condition" : condition, }) func add_body_line_break(condition:= "") -> void: editor_list.append({ "name" : "linebreak", "type" : TYPE_BOOL, "location" : Location.BODY, "usage" : PROPERTY_USAGE_DEFAULT, "condition" : condition, }) #endregion