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