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99 lines
3.6 KiB
99 lines
3.6 KiB
@tool
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class_name DialogicTextInputEvent
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extends DialogicEvent
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## Event that shows an input field and will change a dialogic variable.
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### Settings
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## The promt to be shown.
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var text: String = "Please enter some text:"
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## The name/path of the variable to set.
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var variable: String = ""
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## The placeholder text to show in the line edit.
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var placeholder: String = ""
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## The value that should be in the line edit by default.
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var default: String = ""
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## If true, the player can continue if nothing is entered.
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var allow_empty : bool = false
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################################################################################
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## EXECUTION
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################################################################################
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func _execute() -> void:
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dialogic.Inputs.auto_skip.enabled = false
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dialogic.current_state = DialogicGameHandler.States.WAITING
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dialogic.TextInput.show_text_input(text, default, placeholder, allow_empty)
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dialogic.TextInput.input_confirmed.connect(_on_DialogicTextInput_input_confirmed, CONNECT_ONE_SHOT)
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func _on_DialogicTextInput_input_confirmed(input:String) -> void:
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if !dialogic.has_subsystem('VAR'):
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printerr('[Dialogic] The TextInput event needs the variable subsystem to be present.')
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finish()
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return
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dialogic.VAR.set_variable(variable, input)
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dialogic.TextInput.hide_text_input()
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dialogic.current_state = DialogicGameHandler.States.IDLE
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finish()
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################################################################################
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## SAVING/LOADING
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################################################################################
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func _init() -> void:
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event_name = "Text Input"
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set_default_color('Color6')
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event_category = "Logic"
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event_sorting_index = 6
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################################################################################
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## SAVING/LOADING
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################################################################################
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func get_shortcode() -> String:
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return "text_input"
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func get_shortcode_parameters() -> Dictionary:
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return {
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#param_name : property_info
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"text" : {"property": "text", "default": "Please enter some text:"},
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"var" : {"property": "variable", "default": "", "suggestions":get_var_suggestions},
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"placeholder" : {"property": "placeholder", "default": ""},
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"default" : {"property": "default", "default": ""},
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"allow_empty" : {"property": "allow_empty", "default": false},
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}
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################################################################################
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## EDITOR
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################################################################################
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func build_event_editor() -> void:
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add_header_label('Show an input and store it in')
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add_header_edit('variable', ValueType.DYNAMIC_OPTIONS,
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{'suggestions_func' : get_var_suggestions,
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'icon' : load("res://addons/dialogic/Editor/Images/Pieces/variable.svg"),
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'placeholder':'Select Variable'})
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add_body_edit('text', ValueType.SINGLELINE_TEXT, {'left_text':'Text:'})
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add_body_edit('placeholder', ValueType.SINGLELINE_TEXT, {'left_text':'Placeholder:'})
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add_body_edit('default', ValueType.SINGLELINE_TEXT, {'left_text':'Default:'})
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add_body_edit('allow_empty', ValueType.BOOL, {'left_text':'Allow empty:'})
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func get_var_suggestions(filter:String="") -> Dictionary:
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var suggestions := {}
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if filter:
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suggestions[filter] = {
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'value' : filter,
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'editor_icon' : ["GuiScrollArrowRight", "EditorIcons"]}
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var vars :Dictionary = ProjectSettings.get_setting('dialogic/variables', {})
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for var_path in DialogicUtil.list_variables(vars, "", DialogicUtil.VarTypes.STRING):
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suggestions[var_path] = {'value':var_path, 'icon':load("res://addons/dialogic/Editor/Images/Pieces/variable.svg")}
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return suggestions
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