First work on dialogic, resized guild, and started implementing portraits.
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@@ -0,0 +1,119 @@
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@tool
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extends PanelContainer
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enum Modes {EDIT, ADD}
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var mode := Modes.EDIT
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var item: TreeItem = null
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func _ready() -> void:
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hide()
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%Character.resource_icon = load("res://addons/dialogic/Editor/Images/Resources/character.svg")
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%Character.get_suggestions_func = get_character_suggestions
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%WholeWords.icon = get_theme_icon("FontItem", "EditorIcons")
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%MatchCase.icon = get_theme_icon("MatchCase", "EditorIcons")
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func _on_add_pressed() -> void:
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if visible:
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if mode == Modes.ADD:
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hide()
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return
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elif mode == Modes.EDIT:
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save()
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%AddButton.text = "Add"
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mode = Modes.ADD
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show()
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%Type.selected = 0
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_on_type_item_selected(0)
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%Where.selected = 2
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_on_where_item_selected(2)
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%Old.text = ""
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%New.text = ""
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func open_existing(_item:TreeItem, info:Dictionary):
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mode = Modes.EDIT
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item = _item
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show()
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%AddButton.text = "Update"
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%Type.selected = info.type
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_on_type_item_selected(info.type)
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if !info.character_names.is_empty():
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%Where.selected = 1
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%Character.set_value(info.character_names[0])
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else:
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%Where.selected = 0
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_on_where_item_selected(%Where.selected)
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%Old.text = info.what
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%New.text = info.forwhat
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func _on_type_item_selected(index:int) -> void:
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match index:
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0:
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%Where.select(0)
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%Where.set_item_disabled(0, false)
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%Where.set_item_disabled(1, false)
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%Where.set_item_disabled(2, true)
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1:
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%Where.select(0)
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%Where.set_item_disabled(0, false)
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%Where.set_item_disabled(1, false)
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%Where.set_item_disabled(2, true)
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2:
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%Where.select(1)
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%Where.set_item_disabled(0, true)
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%Where.set_item_disabled(1, false)
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%Where.set_item_disabled(2, true)
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3,4:
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%Where.select(0)
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%Where.set_item_disabled(0, false)
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%Where.set_item_disabled(1, true)
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%Where.set_item_disabled(2, true)
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%PureTextFlags.visible = index == 0
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_on_where_item_selected(%Where.selected)
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func _on_where_item_selected(index:int) -> void:
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%Character.visible = index == 1
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func get_character_suggestions(search_text:String) -> Dictionary:
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var suggestions := {}
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#override the previous _character_directory with the meta, specifically for searching otherwise new nodes wont work
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var _character_directory := DialogicResourceUtil.get_character_directory()
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var icon := load("res://addons/dialogic/Editor/Images/Resources/character.svg")
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suggestions['(No one)'] = {'value':null, 'editor_icon':["GuiRadioUnchecked", "EditorIcons"]}
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for resource in _character_directory.keys():
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suggestions[resource] = {
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'value' : resource,
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'tooltip' : _character_directory[resource],
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'icon' : icon.duplicate()}
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return suggestions
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func save() -> void:
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if %Old.text.is_empty() or %New.text.is_empty():
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return
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if %Where.selected == 1 and %Character.current_value == null:
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return
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var previous := {}
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if mode == Modes.EDIT:
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previous = item.get_metadata(0)
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item.get_parent()
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item.free()
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var ref_manager := find_parent('ReferenceManager')
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var character_names := []
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if %Character.current_value != null:
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character_names = [%Character.current_value]
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ref_manager.add_ref_change(%Old.text, %New.text, %Type.selected, %Where.selected, character_names, %WholeWords.button_pressed, %MatchCase.button_pressed, previous)
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hide()
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