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extends DialogicSubsystem
## Subsystem that manages showing and activating of choices.
## Emitted when a choice button was pressed. Info includes the keys 'button_index', 'text', 'event_index'.
signal choice_selected(info:Dictionary)
## Emitted when a set of choices is reached and shown.
## Info includes the keys 'choices' (an array of dictionaries with infos on all the choices).
signal choices_shown(info:Dictionary)
## Contains information on the latest question.
var last_question_info := {}
## The delay between the text finishing revealing and the choices appearing
var reveal_delay: float = 0.0
## If true the player has to click to reveal choices when they are reached
var reveal_by_input: bool = false
## The delay between the choices becoming visible and being clickable. Can prevent accidental selection.
var block_delay: float = 0.2
## If true, the first (top-most) choice will be focused
var autofocus_first_choice: bool = true
enum FalseBehaviour {HIDE=0, DISABLE=1}
## The behaviour of choices with a false condition and else_action set to DEFAULT.
var default_false_behaviour := FalseBehaviour.HIDE
enum HotkeyBehaviour {NONE, NUMBERS}
## Will add some hotkeys to the choices if different then HotkeyBehaviour.NONE.
var hotkey_behaviour := HotkeyBehaviour.NONE
### INTERNALS
## Used to block choices from being clicked for a couple of seconds (if delay is set in settings).
var _choice_blocker := Timer.new()
#region STATE
####################################################################################################
func clear_game_state(clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
hide_all_choices()
func _ready() -> void:
_choice_blocker.one_shot = true
DialogicUtil.update_timer_process_callback(_choice_blocker)
add_child(_choice_blocker)
reveal_delay = float(ProjectSettings.get_setting('dialogic/choices/reveal_delay', reveal_delay))
reveal_by_input = ProjectSettings.get_setting('dialogic/choices/reveal_by_input', reveal_by_input)
block_delay = ProjectSettings.get_setting('dialogic/choices/delay', block_delay)
autofocus_first_choice = ProjectSettings.get_setting('dialogic/choices/autofocus_first', autofocus_first_choice)
hotkey_behaviour = ProjectSettings.get_setting('dialogic/choices/hotkey_behaviour', hotkey_behaviour)
default_false_behaviour = ProjectSettings.get_setting('dialogic/choices/def_false_behaviour', default_false_behaviour)
#endregion
#region MAIN METHODS
####################################################################################################
## Hides all choice buttons.
func hide_all_choices() -> void:
for node in get_tree().get_nodes_in_group('dialogic_choice_button'):
node.hide()
if node.is_connected('button_up', _on_ChoiceButton_choice_selected):
node.disconnect('button_up', _on_ChoiceButton_choice_selected)
## Lists all current choices and shows buttons.
func show_current_choices(instant:=true) -> void:
hide_all_choices()
_choice_blocker.stop()
if !instant and (reveal_delay != 0 or reveal_by_input):
if reveal_delay != 0:
_choice_blocker.start(reveal_delay)
_choice_blocker.timeout.connect(show_current_choices)
if reveal_by_input:
dialogic.Inputs.dialogic_action.connect(show_current_choices)
return
if _choice_blocker.timeout.is_connected(show_current_choices):
_choice_blocker.timeout.disconnect(show_current_choices)
if dialogic.Inputs.dialogic_action.is_connected(show_current_choices):
dialogic.Inputs.dialogic_action.disconnect(show_current_choices)
var button_idx := 1
last_question_info = {'choices':[]}
for choice_index in get_current_choice_indexes():
var choice_event: DialogicEvent = dialogic.current_timeline_events[choice_index]
# check if condition is false
if not choice_event.condition.is_empty() and not dialogic.Expressions.execute_condition(choice_event.condition):
if choice_event.else_action == DialogicChoiceEvent.ElseActions.DEFAULT:
choice_event.else_action = default_false_behaviour
# check what to do in this case
if choice_event.else_action == DialogicChoiceEvent.ElseActions.DISABLE:
if !choice_event.disabled_text.is_empty():
show_choice(button_idx, choice_event.get_property_translated('disabled_text'), false, choice_index)
last_question_info['choices'].append(choice_event.get_property_translated('disabled_text')+'#disabled')
else:
show_choice(button_idx, choice_event.get_property_translated('text'), false, choice_index)
last_question_info['choices'].append(choice_event.get_property_translated('text')+'#disabled')
button_idx += 1
# else just show it
else:
show_choice(button_idx, choice_event.get_property_translated('text'), true, choice_index)
last_question_info['choices'].append(choice_event.get_property_translated('text'))
button_idx += 1
choices_shown.emit(last_question_info)
_choice_blocker.start(block_delay)
## Adds a button with the given text that leads to the given event.
func show_choice(button_index:int, text:String, enabled:bool, event_index:int) -> void:
var idx := 1
var shown_at_all := false
for node: DialogicNode_ChoiceButton in get_tree().get_nodes_in_group('dialogic_choice_button'):
if !node.get_parent().is_visible_in_tree():
continue
if (node.choice_index == button_index) or (idx == button_index and node.choice_index == -1):
node.show()
if dialogic.has_subsystem('Text'):
text = dialogic.Text.parse_text(text, true, true, false, true, false, false)
node._set_text_changed(text)
if idx == 1 and autofocus_first_choice:
node.grab_focus()
## Add 1 to 9 as shortcuts if it's enabled
match hotkey_behaviour:
HotkeyBehaviour.NUMBERS:
if idx > 0 or idx < 10:
var shortcut: Shortcut
if node.shortcut != null:
shortcut = node.shortcut
else:
shortcut = Shortcut.new()
var shortcut_events: Array[InputEventKey] = []
var input_key := InputEventKey.new()
input_key.keycode = OS.find_keycode_from_string(str(idx))
shortcut.events.append(input_key)
node.shortcut = shortcut
node.disabled = not enabled
if node.pressed.is_connected(_on_ChoiceButton_choice_selected):
node.pressed.disconnect(_on_ChoiceButton_choice_selected)
node.pressed.connect(_on_ChoiceButton_choice_selected.bind(event_index,
{'button_index':button_index, 'text':text, 'enabled':enabled, 'event_index':event_index}))
shown_at_all = true
if node.choice_index > 0:
idx = node.choice_index
idx += 1
if not shown_at_all:
printerr("[Dialogic] The layout you are using doesn't have enough Choice Buttons for the choices you are trying to display.")
func _on_ChoiceButton_choice_selected(event_index:int, choice_info:={}) -> void:
if dialogic.paused or not _choice_blocker.is_stopped():
return
choice_selected.emit(choice_info)
hide_all_choices()
dialogic.current_state = dialogic.States.IDLE
dialogic.handle_event(event_index+1)
if dialogic.has_subsystem('History'):
var all_choices: Array = dialogic.Choices.last_question_info['choices']
if dialogic.has_subsystem('VAR'):
dialogic.History.store_simple_history_entry(dialogic.VAR.parse_variables(choice_info.text), "Choice", {'all_choices': all_choices})
else:
dialogic.History.store_simple_history_entry(choice_info.text, "Choice", {'all_choices': all_choices})
func get_current_choice_indexes() -> Array:
var choices := []
var evt_idx := dialogic.current_event_idx
var ignore := 0
while true:
if evt_idx >= len(dialogic.current_timeline_events):
break
if dialogic.current_timeline_events[evt_idx] is DialogicChoiceEvent:
if ignore == 0:
choices.append(evt_idx)
ignore += 1
elif dialogic.current_timeline_events[evt_idx].can_contain_events:
ignore += 1
else:
if ignore == 0:
break
if dialogic.current_timeline_events[evt_idx] is DialogicEndBranchEvent:
ignore -= 1
evt_idx += 1
return choices
#endregion
#region HELPERS
####################################################################################################
func is_question(index:int) -> bool:
if dialogic.current_timeline_events[index] is DialogicTextEvent:
if len(dialogic.current_timeline_events)-1 != index:
if dialogic.current_timeline_events[index+1] is DialogicChoiceEvent:
return true
if dialogic.current_timeline_events[index] is DialogicChoiceEvent:
if index != 0 and dialogic.current_timeline_events[index-1] is DialogicEndBranchEvent:
if dialogic.current_timeline_events[dialogic.current_timeline_events[index-1].find_opening_index()] is DialogicChoiceEvent:
return false
else:
return true
else:
return true
return false
#endregion