seeding-planets/addons/dialogic/Core/DialogicUtil.gd

804 lines
30 KiB
GDScript

@tool
class_name DialogicUtil
## Script that container helper methods for both editor and game execution.
## Used whenever the same thing is needed in different parts of the plugin.
#region EDITOR
## This method should be used instead of EditorInterface.get_editor_scale(), because if you use that
## it will run perfectly fine from the editor, but crash when the game is exported.
static func get_editor_scale() -> float:
if Engine.is_editor_hint():
return get_dialogic_plugin().get_editor_interface().get_editor_scale()
return 1.0
## Although this does in fact always return a EditorPlugin node,
## that class is apparently not present in export and referencing it here creates a crash.
static func get_dialogic_plugin() -> Node:
for child in Engine.get_main_loop().get_root().get_children():
if child.get_class() == "EditorNode":
return child.get_node('DialogicPlugin')
return null
#endregion
## Returns the autoload when in-game.
static func autoload() -> DialogicGameHandler:
if Engine.is_editor_hint():
return null
if not Engine.get_main_loop().root.has_node("Dialogic"):
return null
return Engine.get_main_loop().root.get_node("Dialogic")
#region FILE SYSTEM
################################################################################
static func listdir(path: String, files_only:= true, _throw_error:= true, full_file_path:= false, include_imports := false) -> Array:
var files: Array = []
if path.is_empty(): path = "res://"
if DirAccess.dir_exists_absolute(path):
var dir := DirAccess.open(path)
dir.list_dir_begin()
var file_name := dir.get_next()
while file_name != "":
if not file_name.begins_with("."):
if files_only:
if not dir.current_is_dir() and (not file_name.ends_with('.import') or include_imports):
if full_file_path:
files.append(path.path_join(file_name))
else:
files.append(file_name)
else:
if full_file_path:
files.append(path.path_join(file_name))
else:
files.append(file_name)
file_name = dir.get_next()
dir.list_dir_end()
return files
static func get_module_path(name:String, builtin:=true) -> String:
if builtin:
return "res://addons/dialogic/Modules".path_join(name)
else:
return ProjectSettings.get_setting('dialogic/extensions_folder', 'res://addons/dialogic_additions').path_join(name)
## This is a private and editor-only function.
##
## Populates the [class DialogicGameHandler] with new custom subsystems by
## directly manipulating the file's content and then importing the file.
static func _update_autoload_subsystem_access() -> void:
if not Engine.is_editor_hint():
printerr("[Dialogic] This function is only available in the editor.")
return
var script: Script = load("res://addons/dialogic/Core/DialogicGameHandler.gd")
var new_subsystem_access_list := "#region SUBSYSTEMS\n"
var subsystems_sorted := []
for indexer: DialogicIndexer in get_indexers(true, true):
for subsystem: Dictionary in indexer._get_subsystems().duplicate(true):
subsystems_sorted.append(subsystem)
subsystems_sorted.sort_custom(func (a: Dictionary, b: Dictionary) -> bool:
return a.name < b.name
)
for subsystem: Dictionary in subsystems_sorted:
new_subsystem_access_list += '\nvar {name} := preload("{script}").new():\n\tget: return get_subsystem("{name}")\n'.format(subsystem)
new_subsystem_access_list += "\n#endregion"
script.source_code = RegEx.create_from_string(r"#region SUBSYSTEMS\n#*\n((?!#endregion)(.*\n))*#endregion").sub(script.source_code, new_subsystem_access_list)
ResourceSaver.save(script)
Engine.get_singleton("EditorInterface").get_resource_filesystem().reimport_files(["res://addons/dialogic/Core/DialogicGameHandler.gd"])
static func get_indexers(include_custom := true, force_reload := false) -> Array[DialogicIndexer]:
if Engine.get_main_loop().has_meta('dialogic_indexers') and not force_reload:
return Engine.get_main_loop().get_meta('dialogic_indexers')
var indexers: Array[DialogicIndexer] = []
for file in listdir(DialogicUtil.get_module_path(''), false):
var possible_script: String = DialogicUtil.get_module_path(file).path_join("index.gd")
if ResourceLoader.exists(possible_script):
indexers.append(load(possible_script).new())
if include_custom:
var extensions_folder: String = ProjectSettings.get_setting('dialogic/extensions_folder', "res://addons/dialogic_additions/")
for file in listdir(extensions_folder, false, false):
var possible_script: String = extensions_folder.path_join(file + "/index.gd")
if ResourceLoader.exists(possible_script):
indexers.append(load(possible_script).new())
Engine.get_main_loop().set_meta('dialogic_indexers', indexers)
return indexers
## Turns a [param file_path] from `some_file.png` to `Some File`.
static func pretty_name(file_path: String) -> String:
var _name := file_path.get_file().trim_suffix("." + file_path.get_extension())
_name = _name.replace('_', ' ')
_name = _name.capitalize()
return _name
#endregion
#region EDITOR SETTINGS & COLORS
################################################################################
static func set_editor_setting(setting:String, value:Variant) -> void:
var cfg := ConfigFile.new()
if FileAccess.file_exists('user://dialogic/editor_settings.cfg'):
cfg.load('user://dialogic/editor_settings.cfg')
cfg.set_value('DES', setting, value)
if !DirAccess.dir_exists_absolute('user://dialogic'):
DirAccess.make_dir_absolute('user://dialogic')
cfg.save('user://dialogic/editor_settings.cfg')
static func get_editor_setting(setting:String, default:Variant=null) -> Variant:
var cfg := ConfigFile.new()
if !FileAccess.file_exists('user://dialogic/editor_settings.cfg'):
return default
if !cfg.load('user://dialogic/editor_settings.cfg') == OK:
return default
return cfg.get_value('DES', setting, default)
static func get_color_palette(default:bool = false) -> Dictionary:
var defaults := {
'Color1': Color('#3b8bf2'), # Blue
'Color2': Color('#00b15f'), # Green
'Color3': Color('#e868e2'), # Pink
'Color4': Color('#9468e8'), # Purple
'Color5': Color('#574fb0'), # DarkPurple
'Color6': Color('#1fa3a3'), # Aquamarine
'Color7': Color('#fa952a'), # Orange
'Color8': Color('#de5c5c'), # Red
'Color9': Color('#7c7c7c'), # Gray
}
if default:
return defaults
return get_editor_setting('color_palette', defaults)
static func get_color(value:String) -> Color:
var colors := get_color_palette()
return colors[value]
#endregion
#region TIMER PROCESS MODE
################################################################################
static func is_physics_timer() -> bool:
return ProjectSettings.get_setting('dialogic/timer/process_in_physics', false)
static func update_timer_process_callback(timer:Timer) -> void:
timer.process_callback = Timer.TIMER_PROCESS_PHYSICS if is_physics_timer() else Timer.TIMER_PROCESS_IDLE
#endregion
#region MULTITWEEN
################################################################################
static func multitween(tweened_value:Variant, item:Node, property:String, part:String) -> void:
var parts: Dictionary = item.get_meta(property+'_parts', {})
parts[part] = tweened_value
if not item.has_meta(property+'_base_value') and not 'base' in parts:
item.set_meta(property+'_base_value', item.get(property))
var final_value: Variant = parts.get('base', item.get_meta(property+'_base_value', item.get(property)))
for key in parts:
if key == 'base':
continue
else:
final_value += parts[key]
item.set(property, final_value)
item.set_meta(property+'_parts', parts)
#endregion
#region TRANSLATIONS
################################################################################
static func get_next_translation_id() -> String:
ProjectSettings.set_setting('dialogic/translation/id_counter', ProjectSettings.get_setting('dialogic/translation/id_counter', 16)+1)
return '%x' % ProjectSettings.get_setting('dialogic/translation/id_counter', 16)
#endregion
#region VARIABLES
################################################################################
enum VarTypes {ANY, STRING, FLOAT, INT, BOOL}
static func get_default_variables() -> Dictionary:
return ProjectSettings.get_setting('dialogic/variables', {})
# helper that converts a nested variable dictionary into an array with paths
static func list_variables(dict:Dictionary, path := "", type:=VarTypes.ANY) -> Array:
var array := []
for key in dict.keys():
if typeof(dict[key]) == TYPE_DICTIONARY:
array.append_array(list_variables(dict[key], path+key+".", type))
else:
if type == VarTypes.ANY or get_variable_value_type(dict[key]) == type:
array.append(path+key)
return array
static func get_variable_value_type(value:Variant) -> VarTypes:
match typeof(value):
TYPE_STRING:
return VarTypes.STRING
TYPE_FLOAT:
return VarTypes.FLOAT
TYPE_INT:
return VarTypes.INT
TYPE_BOOL:
return VarTypes.BOOL
return VarTypes.ANY
static func get_variable_type(path:String, dict:Dictionary={}) -> VarTypes:
if dict.is_empty():
dict = get_default_variables()
return get_variable_value_type(_get_value_in_dictionary(path, dict))
## This will set a value in a dictionary (or a sub-dictionary based on the path)
## e.g. it could set "Something.Something.Something" in {'Something':{'Something':{'Someting':"value"}}}
static func _set_value_in_dictionary(path:String, dictionary:Dictionary, value):
if '.' in path:
var from := path.split('.')[0]
if from in dictionary.keys():
dictionary[from] = _set_value_in_dictionary(path.trim_prefix(from+"."), dictionary[from], value)
else:
if path in dictionary.keys():
dictionary[path] = value
return dictionary
## This will get a value in a dictionary (or a sub-dictionary based on the path)
## e.g. it could get "Something.Something.Something" in {'Something':{'Something':{'Someting':"value"}}}
static func _get_value_in_dictionary(path:String, dictionary:Dictionary, default= null) -> Variant:
if '.' in path:
var from := path.split('.')[0]
if from in dictionary.keys():
return _get_value_in_dictionary(path.trim_prefix(from+"."), dictionary[from], default)
else:
if path in dictionary.keys():
return dictionary[path]
return default
#endregion
#region SCENE EXPORT OVERRIDES
################################################################################
static func apply_scene_export_overrides(node:Node, export_overrides:Dictionary, apply := true) -> void:
var default_info := get_scene_export_defaults(node)
if !node.script:
return
var property_info: Array[Dictionary] = node.script.get_script_property_list()
for i in property_info:
if i['usage'] & PROPERTY_USAGE_EDITOR:
if i['name'] in export_overrides:
if str_to_var(export_overrides[i['name']]) == null and typeof(node.get(i['name'])) == TYPE_STRING:
node.set(i['name'], export_overrides[i['name']])
else:
node.set(i['name'], str_to_var(export_overrides[i['name']]))
elif i['name'] in default_info:
node.set(i['name'], default_info.get(i['name']))
if apply:
if node.has_method('apply_export_overrides'):
node.apply_export_overrides()
static func get_scene_export_defaults(node:Node) -> Dictionary:
if !node.script:
return {}
if Engine.get_main_loop().has_meta('dialogic_scene_export_defaults') and \
node.script.resource_path in Engine.get_main_loop().get_meta('dialogic_scene_export_defaults'):
return Engine.get_main_loop().get_meta('dialogic_scene_export_defaults')[node.script.resource_path]
if !Engine.get_main_loop().has_meta('dialogic_scene_export_defaults'):
Engine.get_main_loop().set_meta('dialogic_scene_export_defaults', {})
var defaults := {}
var property_info: Array[Dictionary] = node.script.get_script_property_list()
for i in property_info:
if i['usage'] & PROPERTY_USAGE_EDITOR:
defaults[i['name']] = node.get(i['name'])
Engine.get_main_loop().get_meta('dialogic_scene_export_defaults')[node.script.resource_path] = defaults
return defaults
#endregion
#region MAKE CUSTOM
static func make_file_custom(original_file:String, target_folder:String, new_file_name := "", new_folder_name := "") -> String:
if not ResourceLoader.exists(original_file):
push_error("[Dialogic] Unable to make file with invalid path custom!")
return ""
if new_folder_name:
target_folder = target_folder.path_join(new_folder_name)
DirAccess.make_dir_absolute(target_folder)
if new_file_name.is_empty():
new_file_name = "custom_" + original_file.get_file()
if not new_file_name.ends_with(original_file.get_extension()):
new_file_name += "." + original_file.get_extension()
var target_file := target_folder.path_join(new_file_name)
customize_file(original_file, target_file)
get_dialogic_plugin().get_editor_interface().get_resource_filesystem().scan_sources()
return target_file
static func customize_file(original_file:String, target_file:String) -> String:
#print("\nCUSTOMIZE FILE")
#printt(original_file, "->", target_file)
DirAccess.copy_absolute(original_file, target_file)
var file := FileAccess.open(target_file, FileAccess.READ)
var file_text := file.get_as_text()
file.close()
# If we are customizing a scene, we check for any resources used in that scene that are in the same folder.
# Those will be copied as well and the scene will be modified to point to them.
if file_text.begins_with('[gd_'):
var base_path: String = original_file.get_base_dir()
var remove_uuid_regex := r'\[gd_.* (?<uid>uid="uid:[^"]*")'
var result := RegEx.create_from_string(remove_uuid_regex).search(file_text)
if result:
file_text = file_text.replace(result.get_string("uid"), "")
# This regex also removes the UID referencing the original resource
var file_regex := r'(uid="[^"]*" )?\Qpath="'+base_path+r'\E(?<file>[^"]*)"'
result = RegEx.create_from_string(file_regex).search(file_text)
while result:
var found_file_name := result.get_string('file')
var found_file_path := base_path.path_join(found_file_name)
var target_file_path := target_file.get_base_dir().path_join(found_file_name)
# Files found in this file will ALSO be customized.
customize_file(found_file_path, target_file_path)
file_text = file_text.replace(found_file_path, target_file_path)
result = RegEx.create_from_string(file_regex).search(file_text)
file = FileAccess.open(target_file, FileAccess.WRITE)
file.store_string(file_text)
file.close()
return target_file
#endregion
#region INSPECTOR FIELDS
################################################################################
static func setup_script_property_edit_node(property_info: Dictionary, value:Variant, property_changed:Callable) -> Control:
var input: Control = null
match property_info['type']:
TYPE_BOOL:
input = CheckBox.new()
if value != null:
input.button_pressed = value
input.toggled.connect(DialogicUtil._on_export_bool_submitted.bind(property_info.name, property_changed))
TYPE_COLOR:
input = ColorPickerButton.new()
if value != null:
input.color = value
input.color_changed.connect(DialogicUtil._on_export_color_submitted.bind(property_info.name, property_changed))
input.custom_minimum_size.x = get_editor_scale() * 50
TYPE_INT:
if property_info['hint'] & PROPERTY_HINT_ENUM:
input = OptionButton.new()
for x in property_info['hint_string'].split(','):
input.add_item(x.split(':')[0])
if value != null:
input.select(value)
input.item_selected.connect(DialogicUtil._on_export_int_enum_submitted.bind(property_info.name, property_changed))
else:
input = load("res://addons/dialogic/Editor/Events/Fields/field_number.tscn").instantiate()
input.property_name = property_info['name']
input.use_int_mode()
if ',' in property_info.hint_string:
input.min_value = int(property_info.hint_string.get_slice(',', 0))
input.max_value = int(property_info.hint_string.get_slice(',', 1))
if property_info.hint_string.count(',') > 1:
input.step = int(property_info.hint_string.get_slice(',', 2))
else:
input.step = 1
input.max_value = INF
input.min_value = -INF
if value != null:
input.set_value(value)
input.value_changed.connect(DialogicUtil._on_export_number_submitted.bind(property_changed))
TYPE_FLOAT:
input = load("res://addons/dialogic/Editor/Events/Fields/field_number.tscn").instantiate()
input.property_name = property_info['name']
input.use_float_mode()
input.step = 0.01
if ',' in property_info.hint_string:
input.min_value = float(property_info.hint_string.get_slice(',', 0))
input.max_value = float(property_info.hint_string.get_slice(',', 1))
if property_info.hint_string.count(',') > 1:
input.step = float(property_info.hint_string.get_slice(',', 2))
if value != null:
input.set_value(value)
input.value_changed.connect(DialogicUtil._on_export_number_submitted.bind(property_changed))
TYPE_VECTOR2, TYPE_VECTOR3, TYPE_VECTOR4:
var vectorSize: String = type_string(typeof(value))[-1]
input = load("res://addons/dialogic/Editor/Events/Fields/field_vector" + vectorSize + ".tscn").instantiate()
input.property_name = property_info['name']
input.set_value(value)
input.value_changed.connect(DialogicUtil._on_export_vector_submitted.bind(property_changed))
TYPE_VECTOR2I, TYPE_VECTOR3I, TYPE_VECTOR4I:
var vectorSize: String = type_string(typeof(value))[-2]
input = load("res://addons/dialogic/Editor/Events/Fields/field_vector" + vectorSize + ".tscn").instantiate()
input.step = 1
input.property_name = property_info['name']
input.set_value(value)
input.value_changed.connect(DialogicUtil._on_export_vectori_submitted.bind(property_changed))
TYPE_STRING:
if property_info['hint'] & PROPERTY_HINT_FILE or property_info['hint'] & PROPERTY_HINT_DIR:
input = load("res://addons/dialogic/Editor/Events/Fields/field_file.tscn").instantiate()
input.show_editing_button = true
input.file_filter = property_info['hint_string']
input.file_mode = FileDialog.FILE_MODE_OPEN_FILE
if property_info['hint'] == PROPERTY_HINT_DIR:
input.file_mode = FileDialog.FILE_MODE_OPEN_DIR
input.property_name = property_info['name']
input.placeholder = "Default"
input.hide_reset = true
if value != null:
input.set_value(value)
input.value_changed.connect(DialogicUtil._on_export_file_submitted.bind(property_changed))
elif property_info['hint'] & PROPERTY_HINT_ENUM:
input = OptionButton.new()
var options: PackedStringArray = []
for x in property_info['hint_string'].split(','):
options.append(x.split(':')[0].strip_edges())
input.add_item(options[-1])
if value != null:
input.select(options.find(value))
input.item_selected.connect(DialogicUtil._on_export_string_enum_submitted.bind(property_info.name, options, property_changed))
else:
input = LineEdit.new()
if value != null:
input.text = value
input.text_submitted.connect(DialogicUtil._on_export_input_text_submitted.bind(property_info.name, property_changed))
TYPE_DICTIONARY:
input = load("res://addons/dialogic/Editor/Events/Fields/field_dictionary.tscn").instantiate()
input.property_name = property_info["name"]
input.set_value(value)
input.value_changed.connect(_on_export_dict_submitted.bind(property_changed))
TYPE_OBJECT:
input = load("res://addons/dialogic/Editor/Common/hint_tooltip_icon.tscn").instantiate()
input.hint_text = "Objects/Resources as settings are currently not supported. \nUse @export_file('*.extension') instead and load the resource once needed."
_:
input = LineEdit.new()
if value != null:
input.text = value
input.text_submitted.connect(_on_export_input_text_submitted.bind(property_info.name, property_changed))
return input
static func _on_export_input_text_submitted(text:String, property_name:String, callable: Callable) -> void:
callable.call(property_name, var_to_str(text))
static func _on_export_bool_submitted(value:bool, property_name:String, callable: Callable) -> void:
callable.call(property_name, var_to_str(value))
static func _on_export_color_submitted(color:Color, property_name:String, callable: Callable) -> void:
callable.call(property_name, var_to_str(color))
static func _on_export_int_enum_submitted(item:int, property_name:String, callable: Callable) -> void:
callable.call(property_name, var_to_str(item))
static func _on_export_number_submitted(property_name:String, value:float, callable: Callable) -> void:
callable.call(property_name, var_to_str(value))
static func _on_export_file_submitted(property_name:String, value:String, callable: Callable) -> void:
callable.call(property_name, var_to_str(value))
static func _on_export_string_enum_submitted(value:int, property_name:String, list:PackedStringArray, callable: Callable):
callable.call(property_name, var_to_str(list[value]))
static func _on_export_vector_submitted(property_name:String, value:Variant, callable: Callable) -> void:
callable.call(property_name, var_to_str(value))
static func _on_export_vectori_submitted(property_name:String, value:Variant, callable: Callable) -> void:
match typeof(value):
TYPE_VECTOR2: value = Vector2i(value)
TYPE_VECTOR3: value = Vector3i(value)
TYPE_VECTOR4: value = Vector4i(value)
callable.call(property_name, var_to_str(value))
static func _on_export_dict_submitted(property_name:String, value:Variant, callable: Callable) -> void:
callable.call(property_name, var_to_str(value))
#endregion
#region EVENT DEFAULTS
################################################################################
static func get_custom_event_defaults(event_name:String) -> Dictionary:
if Engine.is_editor_hint():
return ProjectSettings.get_setting('dialogic/event_default_overrides', {}).get(event_name, {})
else:
if !Engine.get_main_loop().has_meta('dialogic_event_defaults'):
Engine.get_main_loop().set_meta('dialogic_event_defaults', ProjectSettings.get_setting('dialogic/event_default_overrides', {}))
return Engine.get_main_loop().get_meta('dialogic_event_defaults').get(event_name, {})
#endregion
#region CONVERSION
################################################################################
static func str_to_bool(boolstring:String) -> bool:
return true if boolstring == "true" else false
static func logical_convert(value:Variant) -> Variant:
if typeof(value) == TYPE_STRING:
if value.is_valid_int():
return value.to_int()
if value.is_valid_float():
return value.to_float()
if value == 'true':
return true
if value == 'false':
return false
return value
## Takes [param source] and builds a dictionary of keys only.
## The values are `null`.
static func str_to_hash_set(source: String) -> Dictionary:
var dictionary := Dictionary()
for character in source:
dictionary[character] = null
return dictionary
#endregion
static func get_character_suggestions(_search_text:String, current_value:DialogicCharacter = null, allow_none := true, allow_all:= false, editor_node:Node = null) -> Dictionary:
var suggestions := {}
var icon := load("res://addons/dialogic/Editor/Images/Resources/character.svg")
if allow_none and current_value:
suggestions['(No one)'] = {'value':'', 'editor_icon':["GuiRadioUnchecked", "EditorIcons"]}
if allow_all:
suggestions['ALL'] = {'value':'--All--', 'tooltip':'All currently joined characters leave', 'editor_icon':["GuiEllipsis", "EditorIcons"]}
# Get characters in the current timeline and place them at the top of suggestions.
if editor_node:
var recent_characters := []
var timeline_node := editor_node.get_parent().find_parent("Timeline") as DialogicEditor
for event_node in timeline_node.find_child("Timeline").get_children():
if event_node == editor_node:
break
if event_node.resource is DialogicCharacterEvent or event_node.resource is DialogicTextEvent:
recent_characters.append(event_node.resource.character)
recent_characters.reverse()
for character in recent_characters:
if character and not character.get_character_name() in suggestions:
suggestions[character.get_character_name()] = {'value': character.get_character_name(), 'tooltip': character.resource_path, 'icon': icon.duplicate()}
var character_directory := DialogicResourceUtil.get_character_directory()
for resource in character_directory.keys():
suggestions[resource] = {'value': resource, 'tooltip': character_directory[resource], 'icon': icon}
return suggestions
static func get_portrait_suggestions(search_text:String, character:DialogicCharacter, allow_empty := false, empty_text := "Don't Change") -> Dictionary:
var icon := load("res://addons/dialogic/Editor/Images/Resources/portrait.svg")
var suggestions := {}
if allow_empty:
suggestions[empty_text] = {'value':'', 'editor_icon':["GuiRadioUnchecked", "EditorIcons"]}
if "{" in search_text:
suggestions[search_text] = {'value':search_text, 'editor_icon':["Variant", "EditorIcons"]}
if character != null:
for portrait in character.portraits:
suggestions[portrait] = {'value':portrait, 'icon':icon}
return suggestions
static func get_portrait_position_suggestions(search_text := "") -> Dictionary:
var icon := load(DialogicUtil.get_module_path("Character").path_join('portrait_position.svg'))
var setting: String = ProjectSettings.get_setting('dialogic/portraits/position_suggestion_names', 'leftmost, left, center, right, rightmost')
var suggestions := {}
if not search_text.is_empty():
suggestions[search_text] = {'value':search_text.strip_edges(), 'editor_icon':["GuiScrollArrowRight", "EditorIcons"]}
for position_id in setting.split(','):
suggestions[position_id.strip_edges()] = {'value':position_id.strip_edges(), 'icon':icon}
if not search_text.is_empty() and position_id.strip_edges().begins_with(search_text):
suggestions.erase(search_text)
return suggestions
static func get_autoload_suggestions(filter:String="") -> Dictionary:
var suggestions := {}
for prop in ProjectSettings.get_property_list():
if prop.name.begins_with('autoload/'):
var some_autoload: String = prop.name.trim_prefix('autoload/')
suggestions[some_autoload] = {'value': some_autoload, 'tooltip':some_autoload, 'editor_icon': ["Node", "EditorIcons"]}
if filter.begins_with(some_autoload):
suggestions[filter] = {'value': filter, 'editor_icon':["GuiScrollArrowRight", "EditorIcons"]}
return suggestions
static func get_autoload_script_resource(autoload_name:String) -> Script:
var script: Script
if autoload_name and ProjectSettings.has_setting('autoload/'+autoload_name):
var loaded_autoload := load(ProjectSettings.get_setting('autoload/'+autoload_name).trim_prefix('*'))
if loaded_autoload is PackedScene:
var packed_scene: PackedScene = loaded_autoload
script = packed_scene.instantiate().get_script()
else:
script = loaded_autoload
return script
static func get_autoload_method_suggestions(filter:String, autoload_name:String) -> Dictionary:
var suggestions := {}
var script := get_autoload_script_resource(autoload_name)
if script:
for script_method in script.get_script_method_list():
if script_method.name.begins_with('@') or script_method.name.begins_with('_'):
continue
suggestions[script_method.name] = {'value': script_method.name, 'tooltip':script_method.name, 'editor_icon': ["Callable", "EditorIcons"]}
if not filter.is_empty():
suggestions[filter] = {'value': filter, 'editor_icon':["GuiScrollArrowRight", "EditorIcons"]}
return suggestions
static func get_autoload_property_suggestions(_filter:String, autoload_name:String) -> Dictionary:
var suggestions := {}
var script := get_autoload_script_resource(autoload_name)
if script:
for property in script.get_script_property_list():
if property.name.ends_with('.gd') or property.name.begins_with('_'):
continue
suggestions[property.name] = {'value': property.name, 'tooltip':property.name, 'editor_icon': ["MemberProperty", "EditorIcons"]}
return suggestions
static func get_audio_bus_suggestions(_filter:= "") -> Dictionary:
var bus_name_list := {}
for i in range(AudioServer.bus_count):
if i == 0:
bus_name_list[AudioServer.get_bus_name(i)] = {'value':''}
else:
bus_name_list[AudioServer.get_bus_name(i)] = {'value':AudioServer.get_bus_name(i)}
return bus_name_list
static func get_audio_channel_suggestions(_search_text:String) -> Dictionary:
var suggestions := {}
var channel_defaults := DialogicUtil.get_audio_channel_defaults()
var cached_names := DialogicResourceUtil.get_channel_list()
for i in channel_defaults.keys():
if not cached_names.has(i):
cached_names.append(i)
cached_names.sort()
for i in cached_names:
if i.is_empty():
continue
suggestions[i] = {'value': i}
if i in channel_defaults.keys():
suggestions[i]["editor_icon"] = ["ProjectList", "EditorIcons"]
suggestions[i]["tooltip"] = "A default channel defined in the settings."
else:
suggestions[i]["editor_icon"] = ["AudioStreamPlayer", "EditorIcons"]
suggestions[i]["tooltip"] = "A temporary channel without defaults."
return suggestions
static func get_audio_channel_defaults() -> Dictionary:
return ProjectSettings.get_setting('dialogic/audio/channel_defaults', {
"": {
'volume': 0.0,
'audio_bus': '',
'fade_length': 0.0,
'loop': false,
},
"music": {
'volume': 0.0,
'audio_bus': '',
'fade_length': 0.0,
'loop': true,
}})
static func validate_audio_channel_name(text: String) -> Dictionary:
var result := {}
var channel_name_regex := RegEx.create_from_string(r'(?<dash_only>^-$)|(?<invalid>[^\w-]{1})')
var matches := channel_name_regex.search_all(text)
var invalid_chars := []
for regex_match in matches:
if regex_match.get_string('dash_only'):
result['error_tooltip'] = "Channel name cannot be '-'."
result['valid_text'] = ''
else:
var invalid_char = regex_match.get_string('invalid')
if not invalid_char in invalid_chars:
invalid_chars.append(invalid_char)
if invalid_chars:
result['valid_text'] = channel_name_regex.sub(text, '', true)
result['error_tooltip'] = "Channel names cannot contain the following characters: " + "".join(invalid_chars)
return result