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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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