First work on dialogic, resized guild, and started implementing portraits.
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239
addons/dialogic/Editor/TimelineEditor/timeline_editor.gd
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239
addons/dialogic/Editor/TimelineEditor/timeline_editor.gd
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@tool
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extends DialogicEditor
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## Editor that holds both the visual and the text timeline editors.
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# references
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enum EditorMode {VISUAL, TEXT}
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var current_editor_mode := EditorMode.VISUAL
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var play_timeline_button: Button = null
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## Overwrite. Register to the editor manager in here.
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func _register() -> void:
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resource_unsaved.connect(_on_resource_unsaved)
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resource_saved.connect(_on_resource_saved)
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# register editor
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editors_manager.register_resource_editor('dtl', self)
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# add timeline button
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var add_timeline_button: Button = editors_manager.add_icon_button(
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load("res://addons/dialogic/Editor/Images/Toolbar/add-timeline.svg"),
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"Add Timeline",
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self)
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add_timeline_button.pressed.connect(_on_create_timeline_button_pressed)
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add_timeline_button.shortcut = Shortcut.new()
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add_timeline_button.shortcut.events.append(InputEventKey.new())
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add_timeline_button.shortcut.events[0].keycode = KEY_1
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add_timeline_button.shortcut.events[0].ctrl_pressed = true
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# play timeline button
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play_timeline_button = editors_manager.add_custom_button(
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"Play Timeline",
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get_theme_icon("PlayScene", "EditorIcons"),
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self)
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play_timeline_button.pressed.connect(play_timeline)
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play_timeline_button.tooltip_text = "Play the current timeline (CTRL+F5)"
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if OS.get_name() == "macOS":
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play_timeline_button.tooltip_text = "Play the current timeline (CTRL+B)"
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%VisualEditor.load_event_buttons()
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current_editor_mode = DialogicUtil.get_editor_setting('timeline_editor_mode', 0)
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match current_editor_mode:
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EditorMode.VISUAL:
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%VisualEditor.show()
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%TextEditor.hide()
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%SwitchEditorMode.text = "Text Editor"
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EditorMode.TEXT:
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%VisualEditor.hide()
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%TextEditor.show()
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%SwitchEditorMode.text = "Visual Editor"
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$NoTimelineScreen.show()
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play_timeline_button.disabled = true
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func _get_title() -> String:
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return "Timeline"
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func _get_icon() -> Texture:
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return get_theme_icon("TripleBar", "EditorIcons")
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## If this editor supports editing resources, load them here (overwrite in subclass)
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func _open_resource(resource:Resource) -> void:
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current_resource = resource
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current_resource_state = ResourceStates.SAVED
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match current_editor_mode:
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EditorMode.VISUAL:
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%VisualEditor.load_timeline(current_resource)
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EditorMode.TEXT:
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%TextEditor.load_timeline(current_resource)
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$NoTimelineScreen.hide()
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%TimelineName.text = DialogicResourceUtil.get_unique_identifier(current_resource.resource_path)
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play_timeline_button.disabled = false
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## If this editor supports editing resources, save them here (overwrite in subclass)
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func _save() -> void:
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match current_editor_mode:
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EditorMode.VISUAL:
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%VisualEditor.save_timeline()
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EditorMode.TEXT:
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%TextEditor.save_timeline()
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func _input(event: InputEvent) -> void:
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if event is InputEventKey:
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var keycode := KEY_F5
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if OS.get_name() == "macOS":
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keycode = KEY_B
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if event.keycode == keycode and event.pressed:
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if Input.is_key_pressed(KEY_CTRL):
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play_timeline()
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if event.keycode == KEY_F and event.pressed:
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if Input.is_key_pressed(KEY_CTRL):
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if is_ancestor_of(get_viewport().gui_get_focus_owner()):
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search_timeline()
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## Method to play the current timeline. Connected to the button in the sidebar.
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func play_timeline() -> void:
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_save()
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var dialogic_plugin := DialogicUtil.get_dialogic_plugin()
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# Save the current opened timeline
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DialogicUtil.set_editor_setting('current_timeline_path', current_resource.resource_path)
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DialogicUtil.get_dialogic_plugin().get_editor_interface().play_custom_scene("res://addons/dialogic/Editor/TimelineEditor/test_timeline_scene.tscn")
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## Method to switch from visual to text editor (and vice versa). Connected to the button in the sidebar.
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func toggle_editor_mode() -> void:
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match current_editor_mode:
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EditorMode.VISUAL:
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current_editor_mode = EditorMode.TEXT
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%VisualEditor.save_timeline()
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%VisualEditor.hide()
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%TextEditor.show()
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%TextEditor.load_timeline(current_resource)
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%SwitchEditorMode.text = "Visual Editor"
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EditorMode.TEXT:
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current_editor_mode = EditorMode.VISUAL
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%TextEditor.save_timeline()
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%TextEditor.hide()
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%VisualEditor.load_timeline(current_resource)
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%VisualEditor.show()
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%SwitchEditorMode.text = "Text Editor"
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_on_search_text_changed(%Search.text)
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DialogicUtil.set_editor_setting('timeline_editor_mode', current_editor_mode)
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func _on_resource_unsaved() -> void:
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if current_resource:
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current_resource.set_meta("timeline_not_saved", true)
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func _on_resource_saved() -> void:
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if current_resource:
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current_resource.set_meta("timeline_not_saved", false)
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func new_timeline(path:String) -> void:
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_save()
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var new_timeline := DialogicTimeline.new()
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new_timeline.resource_path = path
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new_timeline.set_meta('timeline_not_saved', true)
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var err := ResourceSaver.save(new_timeline)
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EditorInterface.get_resource_filesystem().update_file(new_timeline.resource_path)
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DialogicResourceUtil.update_directory('dtl')
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editors_manager.edit_resource(new_timeline)
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func _ready() -> void:
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$NoTimelineScreen.add_theme_stylebox_override("panel", get_theme_stylebox("Background", "EditorStyles"))
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# switch editor mode button
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%SwitchEditorMode.text = "Text editor"
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%SwitchEditorMode.icon = get_theme_icon("ArrowRight", "EditorIcons")
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%SwitchEditorMode.pressed.connect(toggle_editor_mode)
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%SwitchEditorMode.custom_minimum_size.x = 200 * DialogicUtil.get_editor_scale()
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%SearchClose.icon = get_theme_icon("Close", "EditorIcons")
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%SearchUp.icon = get_theme_icon("MoveUp", "EditorIcons")
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%SearchDown.icon = get_theme_icon("MoveDown", "EditorIcons")
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func _on_create_timeline_button_pressed() -> void:
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editors_manager.show_add_resource_dialog(
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new_timeline,
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'*.dtl; DialogicTimeline',
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'Create new timeline',
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'timeline',
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)
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func _clear() -> void:
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current_resource = null
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current_resource_state = ResourceStates.SAVED
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match current_editor_mode:
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EditorMode.VISUAL:
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%VisualEditor.clear_timeline_nodes()
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EditorMode.TEXT:
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%TextEditor.clear_timeline()
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$NoTimelineScreen.show()
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play_timeline_button.disabled = true
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func get_current_editor() -> Node:
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if current_editor_mode == 1:
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return %TextEditor
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return %VisualEditor
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#region SEARCH
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func search_timeline() -> void:
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%SearchSection.show()
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if get_viewport().gui_get_focus_owner() is TextEdit:
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%Search.text = get_viewport().gui_get_focus_owner().get_selected_text()
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_on_search_text_changed(%Search.text)
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else:
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%Search.text = ""
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%Search.grab_focus()
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func _on_close_search_pressed() -> void:
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%SearchSection.hide()
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%Search.text = ""
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_on_search_text_changed('')
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func _on_search_text_changed(new_text: String) -> void:
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var editor: Node = null
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var anything_found: bool = get_current_editor()._search_timeline(new_text)
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if anything_found or new_text.is_empty():
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%SearchLabel.hide()
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%Search.add_theme_color_override("font_color", get_theme_color("font_color", "Editor"))
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else:
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%SearchLabel.show()
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%SearchLabel.add_theme_color_override("font_color", get_theme_color("error_color", "Editor"))
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%Search.add_theme_color_override("font_color", get_theme_color("error_color", "Editor"))
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%SearchLabel.text = "No Match"
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func _on_search_down_pressed() -> void:
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get_current_editor()._search_navigate_down()
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func _on_search_up_pressed() -> void:
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get_current_editor()._search_navigate_up()
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#endregion
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