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pomchronicles/addons/dialogic/Modules/Choice/subsystem_choices.gd

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GDScript

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 question_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 := 0.0
## If true the player has to click to reveal choices when they are reached
var reveal_by_input := false
## The delay between the choices becoming visible and being clickable. Can prevent accidental selection.
var block_delay := 0.2
## If true, the first (top-most) choice will be focused
var autofocus_first_choice := true
## If true the dialogic input action is used to trigger choices.
## However mouse events will be ignored no matter what.
var use_input_action := false
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)
func post_install() -> void:
dialogic.Inputs.dialogic_action.connect(_on_dialogic_action)
#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_choice_selected):
node.disconnect('button_up', _on_choice_selected)
## Collects information on all the choices of the current question.
## The result is a dictionary like this:
## {'choices':
## [
## {'event_index':10, 'button_index':1, 'disabled':false, 'text':"My Choice", 'visible':true},
## {'event_index':15, 'button_index':2, 'disabled':false, 'text':"My Choice2", 'visible':true},
## ]
func get_current_question_info() -> Dictionary:
var question_info := {'choices':[]}
var button_idx := 1
last_question_info = {'choices':[]}
for choice_index in get_current_choice_indexes():
var event: DialogicEvent = dialogic.current_timeline_events[choice_index]
if not event is DialogicChoiceEvent:
continue
var choice_event: DialogicChoiceEvent = event
var choice_info := {}
choice_info['event_index'] = choice_index
choice_info['button_index'] = button_idx
# Check Condition
var condition: String = choice_event.condition
if condition.is_empty() or dialogic.Expressions.execute_condition(choice_event.condition):
choice_info['disabled'] = false
choice_info['text'] = choice_event.get_property_translated('text')
choice_info['visible'] = true
button_idx += 1
else:
choice_info['disabled'] = true
if not choice_event.disabled_text.is_empty():
choice_info['text'] = choice_event.get_property_translated('disabled_text')
else:
choice_info['text'] = choice_event.get_property_translated('text')
var hide := choice_event.else_action == DialogicChoiceEvent.ElseActions.HIDE
hide = hide or choice_event.else_action == DialogicChoiceEvent.ElseActions.DEFAULT and default_false_behaviour == DialogicChoiceEvent.ElseActions.HIDE
choice_info['visible'] = not hide
if not hide:
button_idx += 1
choice_info.text = dialogic.Text.parse_text(choice_info.text, true, true, false, true, false, false)
choice_info.merge(choice_event.extra_data)
if dialogic.has_subsystem('History'):
choice_info['visited_before'] = dialogic.History.has_event_been_visited(choice_index)
question_info['choices'].append(choice_info)
return question_info
## Lists all current choices and shows buttons.
func show_current_question(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_question)
if reveal_by_input:
dialogic.Inputs.dialogic_action.connect(show_current_question)
return
if _choice_blocker.timeout.is_connected(show_current_question):
_choice_blocker.timeout.disconnect(show_current_question)
if dialogic.Inputs.dialogic_action.is_connected(show_current_question):
dialogic.Inputs.dialogic_action.disconnect(show_current_question)
var missing_button := false
var question_info := get_current_question_info()
for choice in question_info.choices:
var node: DialogicNode_ChoiceButton = get_choice_button_node(choice.button_index)
if not node:
missing_button = true
continue
node._load_info(choice)
if choice.button_index == 1 and autofocus_first_choice:
node.grab_focus()
match hotkey_behaviour:
## Add 1 to 9 as shortcuts if it's enabled
HotkeyBehaviour.NUMBERS:
if choice.button_index > 0 or choice.button_index < 10:
var shortcut: Shortcut
if node.shortcut != null:
shortcut = node.shortcut
else:
shortcut = Shortcut.new()
var input_key := InputEventKey.new()
input_key.keycode = OS.find_keycode_from_string(str(choice.button_index))
shortcut.events.append(input_key)
node.shortcut = shortcut
if node.pressed.is_connected(_on_choice_selected):
node.pressed.disconnect(_on_choice_selected)
node.pressed.connect(_on_choice_selected.bind(choice))
_choice_blocker.start(block_delay)
question_shown.emit(question_info)
if missing_button:
printerr("[Dialogic] The layout you are using doesn't have enough Choice Buttons for the choices you are trying to display.")
func get_choice_button_node(button_index:int) -> DialogicNode_ChoiceButton:
var idx := 1
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 (node.choice_index == -1 and idx == button_index):
return node
if node.choice_index > 0:
idx = node.choice_index
idx += 1
return null
func _on_choice_selected(choice_info := {}) -> void:
if dialogic.paused or not _choice_blocker.is_stopped():
return
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})
if dialogic.has_subsystem("History"):
dialogic.History.mark_event_as_visited(choice_info.event_index)
choice_selected.emit(choice_info)
hide_all_choices()
dialogic.current_state = dialogic.States.IDLE
dialogic.handle_event(choice_info.event_index + 1)
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
func _on_dialogic_action() -> void:
if get_viewport().gui_get_focus_owner() is DialogicNode_ChoiceButton and use_input_action and not dialogic.Inputs.input_was_mouse_input:
get_viewport().gui_get_focus_owner().pressed.emit()
#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(index-1)] is DialogicChoiceEvent:
return false
else:
return true
else:
return true
return false
#endregion