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@tool
extends DialogicCharacterEditorMainSection
## Character editor section that allows editing typing sound moods.
var current_mood := ''
var current_moods_info := {}
var default_mood := ''
func _init() -> void:
hint_text = 'Typing sound moods allow you to vary the "typing" sounds of your character. \nThey can be changed based on the portrait or with the [mood=something] text effect.'
func _get_title() -> String:
return "Typing Sounds"
################################################################################
## COMMUNICATION WITH EDITOR
################################################################################
func _load_character(character:DialogicCharacter):
default_mood = character.custom_info.get('sound_mood_default', '')
current_moods_info = character.custom_info.get('sound_moods', {}).duplicate(true)
current_mood = ""
update_mood_list()
func _save_changes(character:DialogicCharacter) -> DialogicCharacter:
# Quickly save latest mood
if current_mood:
current_moods_info[current_mood] = get_mood_info()
character.custom_info['sound_mood_default'] = default_mood
character.custom_info['sound_moods'] = current_moods_info.duplicate(true)
return character
func get_portrait_data() -> Dictionary:
if character_editor.selected_item and is_instance_valid(character_editor.selected_item):
return character_editor.selected_item.get_metadata(0)
return {}
func set_portrait_data(data:Dictionary) -> void:
if character_editor.selected_item and is_instance_valid(character_editor.selected_item):
character_editor.selected_item.set_metadata(0, data)
################################################################################
## OWN STUFF
################################################################################
func _ready() -> void:
%ListPanel.self_modulate = get_theme_color("base_color", "Editor")
%Add.icon = get_theme_icon("Add", "EditorIcons")
%Delete.icon = get_theme_icon("Remove", "EditorIcons")
%Duplicate.icon = get_theme_icon("Duplicate", "EditorIcons")
%Play.icon = get_theme_icon("Play", "EditorIcons")
%Default.icon = get_theme_icon("NonFavorite", "EditorIcons")
%NameWarning.texture = get_theme_icon("StatusWarning", "EditorIcons")
func update_mood_list(selected_name := "") -> void:
%MoodList.clear()
for mood in current_moods_info:
var idx :int = %MoodList.add_item(mood, get_theme_icon("AudioStreamPlayer", "EditorIcons"))
if mood == selected_name:
%MoodList.select(idx)
_on_mood_list_item_selected(idx)
if !%MoodList.is_anything_selected() and %MoodList.item_count:
%MoodList.select(0)
_on_mood_list_item_selected(0)
if %MoodList.item_count == 0:
current_mood = ""
%Delete.disabled = !%MoodList.is_anything_selected()
%Play.disabled = !%MoodList.is_anything_selected()
%Duplicate.disabled = !%MoodList.is_anything_selected()
%Default.disabled = !%MoodList.is_anything_selected()
%Settings.visible = %MoodList.is_anything_selected()
%MoodList.custom_minimum_size.y = min(%MoodList.item_count*45, 100)
%MoodList.visible = %MoodList.item_count != 0
character_editor.get_settings_section_by_name('Typing Sound Mood', false).update_visibility(%MoodList.item_count != 0)
func _input(event:InputEvent) -> void:
if !is_visible_in_tree() or (get_viewport().gui_get_focus_owner() and !name+'/' in str(get_viewport().gui_get_focus_owner().get_path())):
return
if event is InputEventKey and event.keycode == KEY_F2 and event.pressed:
if %MoodList.is_anything_selected():
%Name.grab_focus()
%Name.select_all()
get_viewport().set_input_as_handled()
func _on_mood_list_item_selected(index:int) -> void:
if current_mood:
current_moods_info[current_mood] = get_mood_info()
current_mood = %MoodList.get_item_text(index)
load_mood_info(current_moods_info[current_mood])
%Delete.disabled = !%MoodList.is_anything_selected()
%Play.disabled = !%MoodList.is_anything_selected()
%Duplicate.disabled = !%MoodList.is_anything_selected()
%Default.disabled = !%MoodList.is_anything_selected()
%Settings.visible = %MoodList.is_anything_selected()
func load_mood_info(dict:Dictionary) -> void:
%Name.text = dict.get('name', '')
%NameWarning.hide()
set_default_button(default_mood == dict.get('name', ''))
%SoundFolder.set_value(dict.get('sound_path', ''))
%Mode.select(dict.get('mode', 0))
%PitchBase.set_value(dict.get('pitch_base', 1))
%PitchVariance.set_value(dict.get('pitch_variance', 0))
%VolumeBase.set_value(dict.get('volume_base', 0))
%VolumeVariance.set_value(dict.get('volume_variance', 0))
%Skip.set_value(dict.get('skip_characters', 0))
func get_mood_info() -> Dictionary:
var dict := {}
dict['name'] = %Name.text
dict['sound_path'] = %SoundFolder.current_value
dict['mode'] = %Mode.selected
dict['pitch_base'] = %PitchBase.value
dict['pitch_variance'] = %PitchVariance.value
dict['volume_base'] = %VolumeBase.value
dict['volume_variance'] = %VolumeVariance.value
dict['skip_characters'] = %Skip.value
return dict
func _on_add_pressed() -> void:
if !current_mood.is_empty():
current_moods_info[current_mood] = get_mood_info()
var new_name := 'Mood '
var counter := 1
while new_name+str(counter) in current_moods_info:
counter+=1
new_name += str(counter)
current_moods_info[new_name] = {'name':new_name}
update_mood_list(new_name)
func _on_duplicate_pressed() -> void:
if !current_mood.is_empty():
current_moods_info[current_mood] = get_mood_info()
current_moods_info[current_mood+"_copy"] = get_mood_info()
current_moods_info[current_mood+"_copy"].name = current_mood+"_copy"
update_mood_list(current_mood+"_copy")
func _on_delete_pressed() -> void:
if current_mood.is_empty():
return
current_moods_info.erase(current_mood)
current_mood = ""
update_mood_list()
func _on_name_text_changed(new_text:String) -> void:
if new_text.is_empty():
%NameWarning.show()
%NameWarning.tooltip_text = "Name cannot be empty!"
elif new_text in current_moods_info and new_text != current_mood:
%NameWarning.show()
%NameWarning.tooltip_text = "Name is already in use!"
else:
%NameWarning.hide()
func _on_name_text_submitted(new_text:String) -> void:
if %NameWarning.visible:
new_text = current_mood
%NameWarning.hide()
else:
%MoodList.set_item_text(%MoodList.get_selected_items()[0], new_text)
current_moods_info.erase(current_mood)
current_moods_info[new_text] = get_mood_info()
current_mood = new_text
func _on_name_focus_exited() -> void:
_on_name_text_submitted(%Name.text)
func _on_default_toggled(button_pressed:bool) -> void:
if button_pressed:
default_mood = current_mood
else:
default_mood = ''
set_default_button(button_pressed)
func set_default_button(enabled:bool) -> void:
%Default.set_pressed_no_signal(enabled)
if enabled:
%Default.icon = get_theme_icon("Favorites", "EditorIcons")
else:
%Default.icon = get_theme_icon("NonFavorite", "EditorIcons")
func preview() -> void:
$Preview.load_overwrite(get_mood_info())
var preview_timer := Timer.new()
DialogicUtil.update_timer_process_callback(preview_timer)
add_child(preview_timer)
preview_timer.start(ProjectSettings.get_setting('dialogic/text/letter_speed', 0.01))
for i in range(20):
$Preview._on_continued_revealing_text("a")
await preview_timer.timeout
preview_timer.queue_free()