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156
addons/dialogic/Modules/Visual/event_visual.gd
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156
addons/dialogic/Modules/Visual/event_visual.gd
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@tool
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class_name DialogicVisualEvent
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extends DialogicEvent
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## Event to show pictures in the foreground and switch between them.
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### Settings
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## The scene to use. If empty, this will default to the DefaultVisual.gd scene.
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## This scene supports images and fading.
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## If you set it to a scene path, then that scene will be instanced.
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## Learn more about custom visuals in the Subsystem_Visual.gd docs.
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var scene := ""
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## The argument that is passed to the visual scene.
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## For the default scene it's the path to the image to show.
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var argument := ""
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## The time the fade animation will take. Leave at 0 for instant change.
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var fade: float = 0.0
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## Name of the transition to use.
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var transition := ""
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## Helpers for visual editor
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enum ArgumentTypes {IMAGE, CUSTOM}
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var _arg_type := ArgumentTypes.IMAGE :
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get:
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if argument.begins_with("res://"):
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return ArgumentTypes.IMAGE
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else:
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return _arg_type
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set(value):
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if value == ArgumentTypes.CUSTOM:
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if argument.begins_with("res://"):
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argument = " "+argument
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_arg_type = value
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enum SceneTypes {DEFAULT, CUSTOM}
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var _scene_type := SceneTypes.DEFAULT :
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get:
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if scene.is_empty():
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return _scene_type
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else:
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return SceneTypes.CUSTOM
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set(value):
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if value == SceneTypes.DEFAULT:
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scene = ""
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_scene_type = value
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#region EXECUTION
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################################################################################
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func _execute() -> void:
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var final_fade_duration := fade
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if dialogic.Inputs.auto_skip.enabled:
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var time_per_event: float = dialogic.Inputs.auto_skip.time_per_event
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final_fade_duration = min(fade, time_per_event)
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dialogic.Visual.update_visual(scene, argument, final_fade_duration, transition)
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finish()
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#endregion
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#region INITIALIZE
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################################################################################
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func _init() -> void:
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event_name = "Visual"
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set_default_color('Color8')
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event_category = "Visuals"
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event_sorting_index = 2
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#endregion
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#region SAVE & LOAD
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################################################################################
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func get_shortcode() -> String:
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return "visual"
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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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"scene" : {"property": "scene", "default": ""},
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"arg" : {"property": "argument", "default": ""},
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"fade" : {"property": "fade", "default": 0},
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"transition" : {"property": "transition", "default": "",
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"suggestions": get_transition_suggestions},
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}
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#endregion
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#region EDITOR REPRESENTATION
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################################################################################
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func build_event_editor() -> void:
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add_header_edit('_scene_type', ValueType.FIXED_OPTIONS, {
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'left_text' :'Show',
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'options': [
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{
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'label': 'Visual',
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'value': SceneTypes.DEFAULT,
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'icon': ["GuiRadioUnchecked", "EditorIcons"]
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},
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{
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'label': 'Custom Scene',
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'value': SceneTypes.CUSTOM,
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'icon': ["PackedScene", "EditorIcons"]
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}
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]})
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add_header_label("with image", "_scene_type == SceneTypes.DEFAULT")
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add_header_edit("scene", ValueType.FILE,
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{'file_filter':'*.tscn, *.scn; Scene Files',
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'placeholder': "Custom scene",
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'editor_icon': ["PackedScene", "EditorIcons"],
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}, '_scene_type == SceneTypes.CUSTOM')
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add_header_edit('_arg_type', ValueType.FIXED_OPTIONS, {
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'left_text' : 'with',
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'options': [
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{
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'label': 'Image',
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'value': ArgumentTypes.IMAGE,
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'icon': ["Image", "EditorIcons"]
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},
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{
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'label': 'Custom Argument',
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'value': ArgumentTypes.CUSTOM,
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'icon': ["String", "EditorIcons"]
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}
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], "symbol_only": true}, "_scene_type == SceneTypes.CUSTOM")
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add_header_edit('argument', ValueType.FILE,
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{'file_filter':'*.jpg, *.jpeg, *.png, *.webp, *.tga, *svg, *.bmp, *.dds, *.exr, *.hdr; Supported Image Files',
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'placeholder': "No Image",
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'editor_icon': ["Image", "EditorIcons"],
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},
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'_arg_type == ArgumentTypes.IMAGE or _scene_type == SceneTypes.DEFAULT')
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add_header_edit('argument', ValueType.SINGLELINE_TEXT, {}, '_arg_type == ArgumentTypes.CUSTOM')
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add_body_edit("transition", ValueType.DYNAMIC_OPTIONS,
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{'left_text':'Transition:',
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'empty_text':'Simple Fade',
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'suggestions_func':get_transition_suggestions,
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'editor_icon':["PopupMenu", "EditorIcons"]})
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add_body_edit("fade", ValueType.NUMBER, {'left_text':'Fade time:'})
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func get_transition_suggestions(_filter:String="") -> Dictionary:
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var transitions := DialogicResourceUtil.list_special_resources("BackgroundTransition")
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var suggestions := {}
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for i in transitions:
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suggestions[DialogicUtil.pretty_name(i)] = {'value': DialogicUtil.pretty_name(i), 'editor_icon': ["PopupMenu", "EditorIcons"]}
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return suggestions
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#endregion
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1
addons/dialogic/Modules/Visual/event_visual.gd.uid
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1
addons/dialogic/Modules/Visual/event_visual.gd.uid
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uid://bflq0peywpm2l
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BIN
addons/dialogic/Modules/Visual/icon.png
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BIN
addons/dialogic/Modules/Visual/icon.png
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Binary file not shown.
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After Width: | Height: | Size: 846 B |
40
addons/dialogic/Modules/Visual/icon.png.import
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40
addons/dialogic/Modules/Visual/icon.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b72ikmdpt6dme"
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path="res://.godot/imported/icon.png-f5a2e1d70773a06808be10747d898c4d.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://addons/dialogic/Modules/Visual/icon.png"
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dest_files=["res://.godot/imported/icon.png-f5a2e1d70773a06808be10747d898c4d.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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10
addons/dialogic/Modules/Visual/index.gd
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10
addons/dialogic/Modules/Visual/index.gd
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@tool
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extends DialogicIndexer
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func _get_events() -> Array:
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return [this_folder.path_join('event_visual.gd')]
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func _get_subsystems() -> Array:
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return [{'name':'Visual', 'script':this_folder.path_join('subsystem_visual.gd')}]
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1
addons/dialogic/Modules/Visual/index.gd.uid
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1
addons/dialogic/Modules/Visual/index.gd.uid
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uid://dccv6ady6vp7t
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186
addons/dialogic/Modules/Visual/subsystem_visual.gd
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186
addons/dialogic/Modules/Visual/subsystem_visual.gd
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extends DialogicSubsystem
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## Subsystem for managing visuals.
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##
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## This subsystem has many different helper methods for managing backgrounds.
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## For instance, you can listen to background changes via
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## [signal background_changed].
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## Whenever a new background is set, this signal is emitted and contains a
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## dictionary with the following keys: [br]
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## [br]
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## Key | Value Type | Value [br]
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## ----------- | ------------- | ----- [br]
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## `scene` | [type String] | The scene path of the new background. [br]
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## `argument` | [type String] | Information given to the background on its update routine. [br]
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## `fade_time` | [type float] | The time the background may take to transition in. [br]
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## `same_scene`| [type bool] | If the new background uses the same Godot scene. [br]
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signal background_changed(info: Dictionary)
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## The default background scene Dialogic will use.
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var default_background_scene: PackedScene = load(get_script().resource_path.get_base_dir().path_join('DefaultBackgroundScene/default_background.tscn'))
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## The default transition Dialogic will use.
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var default_transition: String = get_script().resource_path.get_base_dir().path_join("Transitions/Defaults/simple_fade.gd")
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#region STATE
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####################################################################################################
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## Empties the current background state.
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func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
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update_visual()
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## Loads the background state from the current state info.
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func load_game_state(_load_flag := LoadFlags.FULL_LOAD) -> void:
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update_visual(dialogic.current_state_info.get('background_scene', ''), dialogic.current_state_info.get('background_argument', ''), 0.0, default_transition, true)
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#endregion
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#region MAIN METHODS
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####################################################################################################
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## Method that adds a given scene as child of the DialogicNode_BackgroundHolder.
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## It will call [_update_background()] on that scene with the given argument [argument].
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## It will call [_fade_in()] on that scene with the given fade time.
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## Will call fade_out on previous backgrounds scene.
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##
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## If the scene is the same as the last background you can bypass another instantiating
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## and use the same scene.
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## To do so implement [_should_do_background_update()] on the custom background scene.
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## Then [_update_background()] will be called directly on that previous scene.
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func update_visual(scene := "", argument := "", fade_time := 0.0, transition_path:=default_transition, force := false) -> void:
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var background_holder: DialogicNode_BackgroundHolder
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if dialogic.has_subsystem('Styles'):
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background_holder = dialogic.Styles.get_first_node_in_layout('dialogic_background_holders')
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else:
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background_holder = get_tree().get_first_node_in_group('dialogic_background_holders')
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var info := {'scene':scene, 'argument':argument, 'fade_time':fade_time, 'same_scene':false}
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if background_holder == null:
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background_changed.emit(info)
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return
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var bg_set := false
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# First try just updating the existing scene.
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if scene == dialogic.current_state_info.get('visual_scene', ''):
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if not force and argument == dialogic.current_state_info.get('visual_argument', ''):
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return
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for old_bg in background_holder.get_children():
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if !old_bg.has_meta('node') or not old_bg.get_meta('node') is DialogicBackground:
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continue
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var prev_bg_node: DialogicBackground = old_bg.get_meta('node')
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if prev_bg_node._should_do_background_update(argument):
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prev_bg_node._update_background(argument, fade_time)
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bg_set = true
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info['same_scene'] = true
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dialogic.current_state_info['visual_scene'] = scene
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dialogic.current_state_info['visual_argument'] = argument
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if bg_set:
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background_changed.emit(info)
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return
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var old_viewport: SubViewportContainer = null
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if background_holder.has_meta('current_viewport'):
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old_viewport = background_holder.get_meta('current_viewport', null)
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var new_viewport: SubViewportContainer
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if scene.ends_with('.tscn') and ResourceLoader.exists(scene):
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new_viewport = add_background_node(load(scene), background_holder)
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elif argument:
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new_viewport = add_background_node(default_background_scene, background_holder)
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else:
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new_viewport = null
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var trans_script: Script = load(DialogicResourceUtil.guess_special_resource("BackgroundTransition", transition_path, {"path":default_transition}).path)
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var trans_node := Node.new()
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trans_node.set_script(trans_script)
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trans_node = (trans_node as DialogicBackgroundTransition)
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trans_node.bg_holder = background_holder
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trans_node.time = fade_time
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if old_viewport:
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trans_node.prev_scene = old_viewport.get_meta('node', null)
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trans_node.prev_texture = old_viewport.get_child(0).get_texture()
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old_viewport.get_meta('node')._custom_fade_out(fade_time)
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old_viewport.hide()
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# TODO We have to call this again here because of https://github.com/godotengine/godot/issues/23729
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old_viewport.get_child(0).render_target_update_mode = SubViewport.UPDATE_ALWAYS
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trans_node.transition_finished.connect(old_viewport.queue_free)
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if new_viewport:
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trans_node.next_scene = new_viewport.get_meta('node', null)
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trans_node.next_texture = new_viewport.get_child(0).get_texture()
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new_viewport.get_meta('node')._update_background(argument, fade_time)
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new_viewport.get_meta('node')._custom_fade_in(fade_time)
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else:
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background_holder.remove_meta('current_viewport')
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add_child(trans_node)
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if fade_time == 0:
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trans_node.transition_finished.emit()
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_on_transition_finished(background_holder, trans_node)
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else:
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trans_node.transition_finished.connect(_on_transition_finished.bind(background_holder, trans_node))
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# We need to break this connection if the background_holder get's removed during the transition
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background_holder.tree_exited.connect(trans_node.disconnect.bind("transition_finished", _on_transition_finished))
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trans_node._fade()
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background_changed.emit(info)
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func _on_transition_finished(background_node:DialogicNode_BackgroundHolder, transition_node:DialogicBackgroundTransition) -> void:
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if background_node.has_meta("current_viewport"):
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if background_node.get_meta("current_viewport").get_meta("node", null) == transition_node.next_scene:
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background_node.get_meta("current_viewport").show()
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background_node.material = null
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background_node.color = Color.TRANSPARENT
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transition_node.queue_free()
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## Adds sub-viewport with the given background scene as child to
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## Dialogic scene.
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func add_background_node(scene:PackedScene, parent:DialogicNode_BackgroundHolder) -> SubViewportContainer:
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var v_con := SubViewportContainer.new()
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var viewport := SubViewport.new()
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var b_scene := scene.instantiate()
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if not b_scene is DialogicBackground:
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printerr("[Dialogic] Given background scene was not of type DialogicBackground! Make sure the scene has a script that extends DialogicBackground.")
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v_con.queue_free()
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viewport.queue_free()
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b_scene.queue_free()
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return null
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parent.add_child(v_con)
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v_con.hide()
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v_con.stretch = true
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v_con.size = parent.size
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v_con.set_anchors_preset(Control.PRESET_FULL_RECT)
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v_con.add_child(viewport)
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viewport.transparent_bg = true
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viewport.disable_3d = true
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viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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viewport.canvas_item_default_texture_filter = ProjectSettings.get_setting("rendering/textures/canvas_textures/default_texture_filter")
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viewport.add_child(b_scene)
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b_scene.viewport = viewport
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b_scene.viewport_container = v_con
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parent.set_meta('current_viewport', v_con)
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v_con.set_meta('node', b_scene)
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return v_con
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## Whether a visual is set.
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func has_visual() -> bool:
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return !dialogic.current_state_info.get('visual_scene', '').is_empty() or !dialogic.current_state_info.get('visual_argument','').is_empty()
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#endregion
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1
addons/dialogic/Modules/Visual/subsystem_visual.gd.uid
Normal file
1
addons/dialogic/Modules/Visual/subsystem_visual.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://digbgc8bv3bg6
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||||
Reference in New Issue
Block a user