seeding-planets/addons/dialogic/Modules/Text/event_text.gd

552 lines
20 KiB
GDScript

@tool
class_name DialogicTextEvent
extends DialogicEvent
## Event that stores text. Can be said by a character.
## Should be shown by a DialogicNode_DialogText.
### Settings
## This is the content of the text event.
## It is supposed to be displayed by a DialogicNode_DialogText node.
## That means you can use bbcode, but also some custom commands.
var text := ""
## If this is not null, the given character (as a resource) will be associated with this event.
## The DialogicNode_NameLabel will show the characters display_name. If a typing sound is setup,
## it will play.
var character: DialogicCharacter = null
## If a character is set, this setting can change the portrait of that character.
## If a runtime-character is created, the portrait can instead be a color (hex or color name).
var portrait := ""
### Helpers
## Used to set the character resource from the unique name identifier and vice versa
var character_identifier: String:
get:
if character and not "{" in character_identifier:
var identifier := character.get_identifier()
if not identifier.is_empty():
return identifier
return character_identifier
set(value):
character_identifier = value
character = DialogicResourceUtil.get_character_resource(value)
if Engine.is_editor_hint() and ((not character) or (character and not character.portraits.has(portrait))):
portrait = ""
ui_update_needed.emit()
var regex := RegEx.create_from_string(r'\s*((")?(?<name>(?(2)[^"\n]*|[^(: \n]*))(?(2)"|)(\W*(?<portrait>\(.*\)))?\s*(?<!\\):)?(?<text>(.|\n)*)')
var split_regex := RegEx.create_from_string(r"((\[n\]|\[n\+\])?((?!(\[n\]|\[n\+\]))(.|\n))+)")
enum States {REVEALING, IDLE, DONE}
var state := States.IDLE
signal advance
#region EXECUTION
################################################################################
func _clear_state() -> void:
dialogic.current_state_info.erase('text_sub_idx')
_disconnect_signals()
func _execute() -> void:
if text.is_empty():
finish()
return
## If the speaker is provided as an expression, parse it now.
if "{" in character_identifier:
character = null
var character_name: String = dialogic.Expressions.execute_string(character_identifier)
get_or_create_character(character_name)
## Change Portrait and Active Speaker
if dialogic.has_subsystem("Portraits"):
if character:
dialogic.Portraits.change_speaker(character, portrait)
if portrait and dialogic.Portraits.is_character_joined(character):
dialogic.Portraits.change_character_portrait(character, portrait)
else:
dialogic.Portraits.change_speaker(null)
## Change and Type Sound Mood
if character:
dialogic.Text.update_name_label(character)
var current_portrait: String = portrait
if portrait.is_empty():
current_portrait = dialogic.current_state_info["portraits"].get(character.get_identifier(), {}).get("portrait", "")
var current_portrait_sound_mood: String = character.portraits.get(current_portrait, {}).get("sound_mood", "")
dialogic.Text.update_typing_sound_mood_from_character(character, current_portrait_sound_mood)
else:
dialogic.Text.update_name_label(null)
dialogic.Text.update_typing_sound_mood()
## Handle style changes
if dialogic.has_subsystem("Styles"):
var current_base_style: String = dialogic.current_state_info.get("base_style")
var current_style: String = dialogic.current_state_info.get("style", "")
var character_style: String = "" if not character else character.custom_info.get("style", "")
## Change back to base style, if another characters style is currently used
if (not character or character_style.is_empty()) and (current_base_style != current_style):
dialogic.Styles.change_style(dialogic.current_state_info.get("base_style", "Default"))
await dialogic.get_tree().process_frame
## Change to the characters style if this character has one
elif character and not character_style.is_empty():
dialogic.Styles.change_style(character_style, false)
await dialogic.get_tree().process_frame
_connect_signals()
var character_name_text := dialogic.Text.get_character_name_parsed(character)
var final_text: String = get_property_translated('text')
if ProjectSettings.get_setting('dialogic/text/split_at_new_lines', false):
match ProjectSettings.get_setting('dialogic/text/split_at_new_lines_as', 0):
0:
final_text = final_text.replace('\n', '[n]')
1:
final_text = final_text.replace('\n', '[n+][br]')
var split_text := []
for i in split_regex.search_all(final_text):
split_text.append([i.get_string().trim_prefix('[n]').trim_prefix('[n+]')])
split_text[-1].append(i.get_string().begins_with('[n+]'))
dialogic.current_state_info['text_sub_idx'] = dialogic.current_state_info.get('text_sub_idx', -1)
var reveal_next_segment: bool = dialogic.current_state_info['text_sub_idx'] == -1
for section_idx in range(min(max(0, dialogic.current_state_info['text_sub_idx']), len(split_text)-1), len(split_text)):
dialogic.Inputs.block_input(ProjectSettings.get_setting('dialogic/text/text_reveal_skip_delay', 0.1))
if reveal_next_segment:
dialogic.Text.hide_next_indicators()
dialogic.current_state_info['text_sub_idx'] = section_idx
var segment: String = dialogic.Text.parse_text(split_text[section_idx][0], 0)
var is_append: bool = split_text[section_idx][1]
final_text = ProjectSettings.get_setting("dialogic/text/dialog_text_prefix", "")+segment
dialogic.Text.about_to_show_text.emit({'text':final_text, 'character':character, 'portrait':portrait, 'append': is_append})
await dialogic.Text.update_textbox(final_text, false)
state = States.REVEALING
_try_play_current_line_voice()
final_text = dialogic.Text.update_dialog_text(final_text, false, is_append)
dialogic.Text.text_started.emit({'text':final_text, 'character':character, 'portrait':portrait, 'append': is_append})
_mark_as_read(character_name_text, final_text)
# We must skip text animation before we potentially return when there
# is a Choice event.
if dialogic.Inputs.auto_skip.enabled:
dialogic.Text.skip_text_reveal()
else:
await dialogic.Text.text_finished
state = States.IDLE
else:
reveal_next_segment = true
# Handling potential Choice Events.
if section_idx == len(split_text)-1 and dialogic.has_subsystem('Choices') and dialogic.Choices.is_question(dialogic.current_event_idx):
dialogic.Text.show_next_indicators(true)
finish()
return
elif dialogic.Inputs.auto_advance.is_enabled():
dialogic.Text.show_next_indicators(false, true)
dialogic.Inputs.auto_advance.start()
else:
dialogic.Text.show_next_indicators()
if section_idx == len(split_text)-1:
state = States.DONE
# If Auto-Skip is enabled and there are multiple parts of this text
# we need to skip the text after the defined time per event.
if dialogic.Inputs.auto_skip.enabled:
await dialogic.Inputs.start_autoskip_timer()
# Check if Auto-Skip is still enabled.
if not dialogic.Inputs.auto_skip.enabled:
await advance
else:
await advance
finish()
func _mark_as_read(character_name_text: String, final_text: String) -> void:
if dialogic.has_subsystem('History'):
if character:
dialogic.History.store_simple_history_entry(final_text, event_name, {'character':character_name_text, 'character_color':character.color})
else:
dialogic.History.store_simple_history_entry(final_text, event_name)
dialogic.History.mark_event_as_visited()
func _connect_signals() -> void:
if not dialogic.Inputs.dialogic_action.is_connected(_on_dialogic_input_action):
dialogic.Inputs.dialogic_action.connect(_on_dialogic_input_action)
dialogic.Inputs.auto_skip.toggled.connect(_on_auto_skip_enable)
if not dialogic.Inputs.auto_advance.autoadvance.is_connected(_on_dialogic_input_autoadvance):
dialogic.Inputs.auto_advance.autoadvance.connect(_on_dialogic_input_autoadvance)
## If the event is done, this method can clean-up signal connections.
func _disconnect_signals() -> void:
if dialogic.Inputs.dialogic_action.is_connected(_on_dialogic_input_action):
dialogic.Inputs.dialogic_action.disconnect(_on_dialogic_input_action)
if dialogic.Inputs.auto_advance.autoadvance.is_connected(_on_dialogic_input_autoadvance):
dialogic.Inputs.auto_advance.autoadvance.disconnect(_on_dialogic_input_autoadvance)
if dialogic.Inputs.auto_skip.toggled.is_connected(_on_auto_skip_enable):
dialogic.Inputs.auto_skip.toggled.disconnect(_on_auto_skip_enable)
## Tries to play the voice clip for the current line.
func _try_play_current_line_voice() -> void:
# If Auto-Skip is enabled and we skip voice clips, we don't want to play.
if (dialogic.Inputs.auto_skip.enabled
and dialogic.Inputs.auto_skip.skip_voice):
return
# Plays the audio region for the current line.
if (dialogic.has_subsystem('Voice')
and dialogic.Voice.is_voiced(dialogic.current_event_idx)):
dialogic.Voice.play_voice()
func _on_dialogic_input_action() -> void:
match state:
States.REVEALING:
if dialogic.Text.is_text_reveal_skippable():
dialogic.Text.skip_text_reveal()
dialogic.Inputs.stop_timers()
_:
if dialogic.Inputs.manual_advance.is_enabled():
advance.emit()
dialogic.Inputs.stop_timers()
func _on_dialogic_input_autoadvance() -> void:
if state == States.IDLE or state == States.DONE:
advance.emit()
func _on_auto_skip_enable(enabled: bool) -> void:
if not enabled:
return
match state:
States.DONE:
await dialogic.Inputs.start_autoskip_timer()
# If Auto-Skip is still enabled, advance the text.
if dialogic.Inputs.auto_skip.enabled:
advance.emit()
States.REVEALING:
dialogic.Text.skip_text_reveal()
#endregion
#region INITIALIZE
################################################################################
func _init() -> void:
event_name = "Text"
set_default_color('Color1')
event_category = "Main"
event_sorting_index = 0
expand_by_default = true
help_page_path = "https://docs.dialogic.pro/writing-texts.html"
#region SAVING/LOADING
################################################################################
func to_text() -> String:
var result := text.replace('\n', '\\\n').strip_edges(false).trim_suffix("\\")
result = result.replace(':', '\\:')
if result.is_empty():
result = "<Empty Text Event>"
if character or character_identifier:
var name := character_identifier
if character:
name = character.get_identifier()
if name.count(" ") > 0:
name = '"' + name + '"'
if not portrait.is_empty():
result = name+" ("+portrait+"): "+result
else:
result = name+": "+result
for event in DialogicResourceUtil.get_event_cache():
if not event is DialogicTextEvent and event.is_valid_event(result):
result = '\\'+result
break
return result
func from_text(string:String) -> void:
# Load default character
# This is only of relevance if the default has been overriden (usually not)
character = DialogicResourceUtil.get_character_resource(character_identifier)
var result := regex.search(string.trim_prefix('\\'))
if result.get_string('portrait'):
portrait = result.get_string('portrait').strip_edges().trim_prefix('(').trim_suffix(')')
if result and not result.get_string('name').is_empty():
var name := result.get_string('name').strip_edges()
if name == '_':
character = null
elif "{" in name:
## If it's an expression, we load the character in _execute.
character_identifier = name
character = null
else:
get_or_create_character(name)
if not result:
return
text = result.get_string('text').replace("\\\n", "\n").replace('\\:', ':').strip_edges().trim_prefix('\\')
if text == '<Empty Text Event>':
text = ""
func get_or_create_character(name:String) -> void:
character = DialogicResourceUtil.get_character_resource(name)
if character == null:
if Engine.is_editor_hint() == false:
character = DialogicCharacter.new()
character.display_name = name
character.set_identifier(name)
if portrait:
if "{" in portrait:
character.color = Color(dialogic.Expressions.execute_string(portrait))
else:
character.color = Color(portrait)
else:
character_identifier = name
func is_valid_event(_string:String) -> bool:
return true
func is_string_full_event(string:String) -> bool:
return !string.ends_with('\\')
# this is only here to provide a list of default values
# this way the module manager can add custom default overrides to this event.
func get_shortcode_parameters() -> Dictionary:
return {
#param_name : property_info
"character" : {"property": "character_identifier", "default": "", "ext_file":true},
"portrait" : {"property": "portrait", "default": ""},
}
#endregion
#region TRANSLATIONS
################################################################################
func _get_translatable_properties() -> Array:
return ['text']
func _get_property_original_translation(property:String) -> String:
match property:
'text':
return text
return ''
#endregion
#region EVENT EDITOR
################################################################################
func _enter_visual_editor(editor:DialogicEditor):
editor.opened.connect(func(): ui_update_needed.emit())
func build_event_editor() -> void:
add_header_edit('character_identifier', ValueType.DYNAMIC_OPTIONS,
{'file_extension' : '.dch',
'mode' : 2,
'suggestions_func' : get_character_suggestions,
'placeholder' : '(No one)',
'icon' : load("res://addons/dialogic/Editor/Images/Resources/character.svg")}, 'do_any_characters_exist()')
add_header_edit('portrait', ValueType.DYNAMIC_OPTIONS,
{'suggestions_func' : get_portrait_suggestions,
'placeholder' : "(Don't change)",
'icon' : load("res://addons/dialogic/Editor/Images/Resources/portrait.svg"),
'collapse_when_empty': true,},
'should_show_portrait_selector()')
add_body_edit('text', ValueType.MULTILINE_TEXT, {'autofocus':true})
func should_show_portrait_selector() -> bool:
return character and not character.portraits.is_empty() and not character.portraits.size() == 1
func do_any_characters_exist() -> bool:
return not DialogicResourceUtil.get_character_directory().is_empty()
func get_character_suggestions(search_text:String) -> Dictionary:
var suggestions := DialogicUtil.get_character_suggestions(search_text, character, true, false, editor_node)
if search_text and not search_text in suggestions:
suggestions[search_text] = {
"value":search_text,
"tooltip": "A temporary character, created on the spot.",
"editor_icon":["GuiEllipsis", "EditorIcons"]}
return suggestions
func get_portrait_suggestions(search_text:String) -> Dictionary:
return DialogicUtil.get_portrait_suggestions(search_text, character, true, "Don't change")
#endregion
#region CODE COMPLETION
################################################################################
var completion_text_character_getter_regex := RegEx.new()
var completion_text_effects := {}
func _get_code_completion(CodeCompletionHelper:Node, TextNode:TextEdit, line:String, _word:String, symbol:String) -> void:
if completion_text_character_getter_regex.get_pattern().is_empty():
completion_text_character_getter_regex.compile("(\"[^\"]*\"|[^\\s:]*)")
if completion_text_effects.is_empty():
for idx in DialogicUtil.get_indexers():
for effect in idx._get_text_effects():
completion_text_effects[effect['command']] = effect
if not ':' in line.substr(0, TextNode.get_caret_column()) and symbol == '(':
var completion_character := completion_text_character_getter_regex.search(line).get_string().trim_prefix('"').trim_suffix('"')
CodeCompletionHelper.suggest_portraits(TextNode, completion_character)
if symbol == '[':
suggest_bbcode(TextNode)
for effect in completion_text_effects.values():
if effect.get('arg', false):
TextNode.add_code_completion_option(CodeEdit.KIND_MEMBER, effect.command, effect.command+'=', TextNode.syntax_highlighter.normal_color, TextNode.get_theme_icon("RichTextEffect", "EditorIcons"))
else:
TextNode.add_code_completion_option(CodeEdit.KIND_MEMBER, effect.command, effect.command, TextNode.syntax_highlighter.normal_color, TextNode.get_theme_icon("RichTextEffect", "EditorIcons"), ']')
if symbol == '{':
CodeCompletionHelper.suggest_variables(TextNode)
if symbol == '=':
if CodeCompletionHelper.get_line_untill_caret(line).ends_with('[portrait='):
var completion_character := completion_text_character_getter_regex.search(line).get_string('name')
CodeCompletionHelper.suggest_portraits(TextNode, completion_character, ']')
func _get_start_code_completion(CodeCompletionHelper:Node, TextNode:TextEdit) -> void:
CodeCompletionHelper.suggest_characters(TextNode, CodeEdit.KIND_CLASS, self)
func suggest_bbcode(TextNode:CodeEdit):
for i in [['b (bold)', 'b'], ['i (italics)', 'i'], ['color', 'color='], ['font size','font_size=']]:
TextNode.add_code_completion_option(CodeEdit.KIND_MEMBER, i[0], i[1], TextNode.syntax_highlighter.normal_color, TextNode.get_theme_icon("RichTextEffect", "EditorIcons"),)
TextNode.add_code_completion_option(CodeEdit.KIND_CLASS, 'end '+i[0], '/'+i[1], TextNode.syntax_highlighter.normal_color, TextNode.get_theme_icon("RichTextEffect", "EditorIcons"), ']')
for i in [['new event', 'n'],['new event (same box)', 'n+']]:
TextNode.add_code_completion_option(CodeEdit.KIND_MEMBER, i[0], i[1], TextNode.syntax_highlighter.normal_color, TextNode.get_theme_icon("ArrowRight", "EditorIcons"),)
#endregion
#region SYNTAX HIGHLIGHTING
################################################################################
var text_effects := ""
var text_effects_regex := RegEx.new()
func load_text_effects() -> void:
if text_effects.is_empty():
for idx in DialogicUtil.get_indexers():
for effect in idx._get_text_effects():
text_effects+= effect['command']+'|'
text_effects += "b|i|u|s|code|p|center|left|right|fill|n\\+|n|indent|url|img|font|font_size|opentype_features|color|bg_color|fg_color|outline_size|outline_color|table|cell|ul|ol|lb|rb|br"
if text_effects_regex.get_pattern().is_empty():
text_effects_regex.compile("(?<!\\\\)\\[\\s*/?(?<command>"+text_effects+")\\s*(=\\s*(?<value>.+?)\\s*)?\\]")
var text_random_word_regex := RegEx.new()
var text_effect_color := Color('#898276')
func _get_syntax_highlighting(Highlighter:SyntaxHighlighter, dict:Dictionary, line:String) -> Dictionary:
load_text_effects()
if text_random_word_regex.get_pattern().is_empty():
text_random_word_regex.compile(r"(?<!\\)\<[^\>]+(\/[^\>]*)\>")
var result := regex.search(line)
if not result:
return dict
if Highlighter.mode == Highlighter.Modes.FULL_HIGHLIGHTING:
if result.get_string('name'):
dict[result.get_start('name')] = {"color":Highlighter.character_name_color}
dict[result.get_end('name')] = {"color":Highlighter.normal_color}
if result.get_string('portrait'):
dict[result.get_start('portrait')] = {"color":Highlighter.character_portrait_color}
dict[result.get_end('portrait')] = {"color":Highlighter.normal_color}
if result.get_string('text'):
## Color the random selection modifier
for replace_mod_match in text_random_word_regex.search_all(result.get_string('text')):
var color: Color = Highlighter.string_color
color = color.lerp(Highlighter.normal_color, 0.4)
dict[replace_mod_match.get_start()+result.get_start('text')] = {'color':Highlighter.string_color}
var offset := 1
for b:RegExMatch in RegEx.create_from_string(r"(\[[^\]]*\]|[^\/]|\/\/)+").search_all(replace_mod_match.get_string().trim_prefix("<").trim_suffix(">")):
color.h = wrap(color.h+0.2, 0, 1)
dict[replace_mod_match.get_start()+result.get_start('text')+offset] = {'color':color}
offset += len(b.get_string())
dict[replace_mod_match.get_start()+result.get_start('text')+offset] = {'color':Highlighter.string_color}
offset += 1
dict[replace_mod_match.get_end()+result.get_start('text')] = {'color':Highlighter.normal_color}
## Color bbcode and text effects
var effects_result := text_effects_regex.search_all(line)
for eff in effects_result:
var prev_color: Color = Highlighter.dict_get_color_at_column(dict, eff.get_start())
dict[eff.get_start()] = {"color":text_effect_color.lerp(prev_color, 0.4)}
dict[eff.get_end()] = {"color":prev_color}
dict = Highlighter.color_region(dict, Highlighter.variable_color, line, '{', '}', result.get_start('text'))
return dict
#endregion