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194 lines
4.4 KiB
194 lines
4.4 KiB
@tool
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extends Resource
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class_name DialogicStyle
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## A style represents a collection of layers and settings.
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## A style can inherit from another style.
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@export var name := "Style":
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get:
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if name.is_empty():
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return "Unkown Style"
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return name
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@export var inherits: DialogicStyle = null
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@export var base_scene: PackedScene = null
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@export var base_overrides := {}
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@export var layers: Array[DialogicStyleLayer] = []
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func _init(_name:="") -> void:
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if not _name.is_empty():
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name = _name
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## This always returns the inheritance root's scene!
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func get_base_scene() -> PackedScene:
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if base_scene == null:
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return DialogicUtil.get_default_layout_base()
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return get_inheritance_root().base_scene
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## This always returns the full inherited roots layers!
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func get_layer_list() -> PackedStringArray:
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return PackedStringArray(get_inheritance_root().layers.map(func(x:DialogicStyleLayer): return x.scene.resource_path))
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func get_layer_count() -> int:
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return layers.size()
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func get_layer_info(index:int) -> Dictionary:
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if index == -1:
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return {'path':get_base_scene().resource_path, 'overrides':base_overrides.duplicate()}
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if index < layers.size():
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if layers[index].scene != null:
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return {'path':layers[index].scene.resource_path, 'overrides':layers[index].overrides.duplicate()}
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else:
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return {'path':'', 'overrides':layers[index].overrides.duplicate()}
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return {'path':'', 'overrides':{}}
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func get_layer_inherited_info(index:int, inherited_only:=false) -> Dictionary:
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var style := self
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var info := {'path':'', 'overrides':{}}
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if not inherited_only:
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info = get_layer_info(index)
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while style.inherits != null:
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style = style.inherits
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info = merge_layer_infos(info, style.get_layer_info(index))
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return info
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func add_layer(scene:String, overrides:Dictionary = {}) -> void:
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layers.append(DialogicStyleLayer.new(scene, overrides))
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changed.emit()
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func delete_layer(layer_index:int) -> void:
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if not has_layer(layer_index):
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return
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layers.remove_at(layer_index)
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changed.emit()
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func move_layer(from_index:int, to_index:int) -> void:
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if not has_layer(from_index) or not has_layer(to_index-1):
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return
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var info: Resource = layers.pop_at(from_index)
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layers.insert(to_index, info)
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changed.emit()
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func set_layer_scene(layer_index:int, scene:String) -> void:
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if not has_layer(layer_index):
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return
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if layer_index == -1:
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base_scene = load(scene)
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else:
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layers[layer_index].scene = load(scene)
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changed.emit()
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func set_layer_setting(layer:int, setting:String, value:Variant) -> void:
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if not has_layer(layer):
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return
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if layer == -1:
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base_overrides[setting] = value
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else:
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layers[layer].overrides[setting] = value
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changed.emit()
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func remove_layer_setting(layer:int, setting:String) -> void:
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if not has_layer(layer):
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return
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if layer == -1:
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base_overrides.erase(setting)
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else:
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layers[layer].overrides.erase(setting)
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changed.emit()
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## This merges two layers (mainly their overrides). Layer a has priority!
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func merge_layer_infos(layer_a:Dictionary, layer_b:Dictionary) -> Dictionary:
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var combined := layer_a.duplicate(true)
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combined.path = layer_b.path
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combined.overrides.merge(layer_b.overrides)
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return combined
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func has_layer(index:int) -> bool:
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return index < layers.size()
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func inherits_anything() -> bool:
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return inherits != null
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func get_inheritance_root() -> DialogicStyle:
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if inherits == null:
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return self
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var style: DialogicStyle = self
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while style.inherits != null:
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style = style.inherits
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return style
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func realize_inheritance() -> void:
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base_scene = get_base_scene()
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base_overrides = get_layer_inherited_info(-1)
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var _layers: Array[DialogicStyleLayer] = []
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for i in range(get_layer_count()):
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var info := get_layer_inherited_info(i)
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_layers.append(DialogicStyleLayer.new(info.get("path", ""), info.get("overrides", {})))
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layers = _layers
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inherits = null
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changed.emit()
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func clone() -> DialogicStyle:
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var style := DialogicStyle.new()
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style.name = name
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if base_scene != null:
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style.base_scene = base_scene
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style.inherits = inherits
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style.base_overrides = base_overrides
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for layer_idx in range(get_layer_count()):
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var info := get_layer_info(layer_idx)
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style.add_layer(info.path, info.overrides)
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return style
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func prepare() -> void:
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if base_scene:
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ResourceLoader.load_threaded_request(base_scene.resource_path)
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for layer in layers:
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if layer.scene:
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ResourceLoader.load_threaded_request(layer.scene.resource_path)
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