Made a toolset folder, and added the Dialogic plugin.

This commit is contained in:
PersonGuyGit
2022-07-31 11:30:54 -06:00
parent ecf2d792cb
commit 09f1961112
886 changed files with 34865 additions and 0 deletions

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extends Node
## Exposed and safe to use methods for Dialogic
## See documentation under 'https://github.com/coppolaemilio/dialogic' or in the editor:
## ### /!\ ###
## Do not use methods from other classes as it could break the plugin's integrity
## ### /!\ ###
## Trying to follow this documentation convention: https://github.com/godotengine/godot/pull/41095
class_name Dialogic
## Refactor the start function for 2.0 there should be a cleaner way to do it :)
## Starts the dialog for the given timeline and returns a Dialog node.
## You must then add it manually to the scene to display the dialog.
##
## Example:
## var new_dialog = Dialogic.start('Your Timeline Name Here')
## add_child(new_dialog)
##
## This is similar to using the editor:
## you can drag and drop the scene located at /addons/dialogic/Dialog.tscn
## and set the current timeline via the inspector.
##
## @param timeline The timeline to load. You can provide the timeline name or the filename.
## If you leave it empty, it will try to load from current data
## In that case, you should do Dialogic.load() or Dialogic.import() before.
## @param default_timeline If timeline == '' and no valid data was found, this will be loaded.
## @param dialog_scene_path If you made a custom Dialog scene or moved it from its default path, you can specify its new path here.
## @param use_canvas_instead Create the Dialog inside a canvas layer to make it show up regardless of the camera 2D/3D situation.
## @returns A Dialog node to be added into the scene tree.
static func start(timeline: String = '', default_timeline: String ='', dialog_scene_path: String="res://addons/dialogic/Nodes/DialogNode.tscn", use_canvas_instead=true):
var dialog_scene = load(dialog_scene_path)
var dialog_node = null
var canvas_dialog_node = null
var returned_dialog_node = null
if use_canvas_instead:
var canvas_dialog_script = load("res://addons/dialogic/Nodes/canvas_dialog_node.gd")
canvas_dialog_node = canvas_dialog_script.new()
canvas_dialog_node.set_dialog_node_scene(dialog_scene)
dialog_node = canvas_dialog_node.dialog_node
else:
dialog_node = dialog_scene.instance()
returned_dialog_node = dialog_node if not canvas_dialog_node else canvas_dialog_node
## 1. Case: A slot has been loaded OR data has been imported
if timeline == '':
if (Engine.get_main_loop().has_meta('last_dialog_state')
and not Engine.get_main_loop().get_meta('last_dialog_state').empty()
and not Engine.get_main_loop().get_meta('last_dialog_state').get('timeline', '').empty()):
dialog_node.resume_state_from_info(Engine.get_main_loop().get_meta('last_dialog_state'))
return returned_dialog_node
## The loaded data isn't complete
elif (Engine.get_main_loop().has_meta('current_timeline')
and not Engine.get_main_loop().get_meta('current_timeline').empty()):
timeline = Engine.get_main_loop().get_meta('current_timeline')
## Else load the default timeline
else:
timeline = default_timeline
## 2. Case: A specific timeline should be started
# check if it's a file name
if timeline.ends_with('.json'):
for t in DialogicUtil.get_timeline_list():
if t['file'] == timeline:
dialog_node.timeline = t['file']
dialog_node.timeline_name = timeline
return returned_dialog_node
# No file found. Show error
dialog_node.dialog_script = {
"events":[
{"event_id":'dialogic_001',
"character":"",
"portrait":"",
"text":"[Dialogic Error] Loading dialog [color=red]" + timeline + "[/color]. It seems like the timeline doesn't exists. Maybe the name is wrong?"
}]
}
return returned_dialog_node
# else get the file from the name
var timeline_file = _get_timeline_file_from_name(timeline)
if timeline_file:
dialog_node.timeline = timeline_file
dialog_node.timeline_name = timeline
return returned_dialog_node
# Just in case everything else fails.
return returned_dialog_node
# Loads the given timeline into the active DialogNode
# This means it's state (theme, characters, background, music) is preserved.
#
# @param timeline the name of the timeline to load
static func change_timeline(timeline: String) -> void:
# Set Timeline
set_current_timeline(timeline)
# If there is a dialog node
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
# Get file name
var timeline_file = _get_timeline_file_from_name(timeline)
dialog_node.change_timeline(timeline_file)
else:
print("[D] Tried to change timeline, but no DialogNode exists!")
# Immediately plays the next event.
#
# @param discreetly determines whether the Passing Audio will be played in the process
static func next_event(discreetly: bool = false):
# If there is a dialog node
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
dialog_node.next_event(discreetly)
################################################################################
## Test to see if a timeline exists
################################################################################
## Check to see if a timeline with a given name/path exists. Useful for verifying
## before calling a timeline, or for automated tests to make sure timeline calls
## are valid. Returns a boolean of true if the timeline exists, and false if it
## does not.
static func timeline_exists(timeline: String):
var timeline_file = _get_timeline_file_from_name(timeline)
if timeline_file:
return true
else:
return false
################################################################################
## BUILT-IN SAVING/LOADING
################################################################################
## Loads the given slot
static func load(slot_name: String = ''):
_load_from_slot(slot_name)
Engine.get_main_loop().set_meta('current_save_slot', slot_name)
## Saves the current definitions and the latest added dialog nodes state info.
##
## @param slot_name The name of the save slot. To load this save you have to specify the same
## If the slot folder doesn't exist it will be created.
static func save(slot_name: String = '', is_autosave = false) -> void:
# check if to save (if this is a autosave)
if is_autosave and not get_autosave():
return
# gather the info
var current_dialog_info = {}
if has_current_dialog_node():
current_dialog_info = Engine.get_main_loop().get_meta('latest_dialogic_node').get_current_state_info()
var game_state = {}
if Engine.get_main_loop().has_meta('game_state'):
game_state = Engine.get_main_loop().get_meta('game_state')
var save_data = {
'game_state': game_state,
'dialog_state': current_dialog_info
}
# save the information
_save_state_and_definitions(slot_name, save_data)
## Returns an array with the names of all available slots.
static func get_slot_names() -> Array:
return DialogicResources.get_saves_folders()
## Will permanently erase the data in the given save_slot.
##
## @param slot_name The name of the slot folder.
static func erase_slot(slot_name: String) -> void:
DialogicResources.remove_save_folder(slot_name)
## Whether a save can be performed
##
## @returns True if a save can be performed; otherwise False
static func has_current_dialog_node() -> bool:
return Engine.get_main_loop().has_meta('latest_dialogic_node') and is_instance_valid(Engine.get_main_loop().get_meta('latest_dialogic_node'))
## Resets the state and definitions of the given save slot
##
## By default this will also LOAD that reseted save
static func reset_saves(slot_name: String = '', reload:= true) -> void:
DialogicResources.reset_save(slot_name)
if reload: _load_from_slot(slot_name)
## Returns the currently loaded save slot
static func get_current_slot():
if Engine.get_main_loop().has_meta('current_save_slot'):
return Engine.get_main_loop().get_meta('current_save_slot')
else:
return ''
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
## EXPORT / IMPORT
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# this returns a dictionary with the DEFINITIONS, the GAME STATE and the DIALOG STATE
static func export(dialog_node = null) -> Dictionary:
# gather the data
var current_dialog_info = {}
if dialog_node == null and has_current_dialog_node():
dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
if dialog_node:
current_dialog_info = dialog_node.get_current_state_info()
# return it
return {
'definitions': _get_definitions(),
'state': Engine.get_main_loop().get_meta('game_state'),
'dialog_state': current_dialog_info
}
# this loads a dictionary with GAME STATE, DEFINITIONS and DIALOG_STATE
static func import(data: Dictionary) -> void:
## Tell the future we want to use the imported data
Engine.get_main_loop().set_meta('current_save_lot', '/')
# load the data
Engine.get_main_loop().set_meta('definitions', data['definitions'])
Engine.get_main_loop().set_meta('game_state', data['state'])
Engine.get_main_loop().set_meta('last_dialog_state', data.get('dialog_state', null))
set_current_timeline(get_saved_state_general_key('timeline'))
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
## DEFINITIONS
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# clears all variables
static func clear_all_variables():
for d in _get_definitions()['variables']:
d['value'] = ""
# sets the value of the value definition with the given name
static func set_variable(name: String, value):
var exists = false
if '/' in name:
var variable_id = _get_variable_from_file_name(name)
if variable_id != '':
for d in _get_definitions()['variables']:
if d['id'] == variable_id:
d['value'] = str(value)
exists = true
else:
for d in _get_definitions()['variables']:
if d['name'] == name:
d['value'] = str(value)
exists = true
if exists == false:
# TODO it would be great to automatically generate that missing variable here so they don't
# have to create it from the editor.
print("[Dialogic] Warning! the variable [" + name + "] doesn't exists. Create it from the Dialogic editor.")
return value
# returns the value of the value definition with the given name
static func get_variable(name: String, default = null):
if '/' in name:
var variable_id = _get_variable_from_file_name(name)
for d in _get_definitions()['variables']:
if d['id'] == variable_id:
return d['value']
print("[Dialogic] Warning! the variable [" + name + "] doesn't exists.")
return default
else:
for d in _get_definitions()['variables']:
if d['name'] == name:
return d['value']
print("[Dialogic] Warning! the variable [" + name + "] doesn't exists.")
return default
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
## GAME STATE
## +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# the game state is a global dictionary that can be used to store custom data
# these functions should be renamed in 2.0! These names are outdated.
# this sets a value in the GAME STATE dictionary
static func get_saved_state_general_key(key: String, default = '') -> String:
if not Engine.get_main_loop().has_meta('game_state'):
return default
if key in Engine.get_main_loop().get_meta('game_state').keys():
return Engine.get_main_loop().get_meta('game_state')[key]
else:
return default
# this gets a value from the GAME STATE dictionary
static func set_saved_state_general_key(key: String, value) -> void:
if not Engine.get_main_loop().has_meta('game_state'):
Engine.get_main_loop().set_meta('game_state', {})
Engine.get_main_loop().get_meta('game_state')[key] = str(value)
save('', true)
################################################################################
## HISTORY
################################################################################
# Used to toggle the history timeline display. Only useful if you do not wish to
# use the provided buttons
static func toggle_history():
if has_current_dialog_node():
var dialog_node = Engine.get_main_loop().get_meta('latest_dialogic_node')
dialog_node.HistoryTimeline._on_toggle_history()
else:
print('[D] Tried to toggle history, but no dialog node exists.')
################################################################################
## COULD BE USED
################################################################################
# these are old things, that have little use.
static func get_autosave() -> bool:
if Engine.get_main_loop().has_meta('autoload'):
return Engine.get_main_loop().get_meta('autoload')
return true
static func set_autosave(autoload):
Engine.get_main_loop().set_meta('autoload', autoload)
static func set_current_timeline(timeline):
Engine.get_main_loop().set_meta('current_timeline', timeline)
return timeline
static func get_current_timeline():
var timeline
timeline = Engine.get_main_loop().get_meta('current_timeline')
if timeline == null:
timeline = ''
return timeline
# Returns a string with the action button set on the project settings
static func get_action_button():
return DialogicResources.get_settings_value('input', 'default_action_key', 'dialogic_default_action')
################################################################################
## NOT TO BE USED FROM OUTSIDE
################################################################################
## this loads the saves definitions and returns the saves state_info ditionary
static func _load_from_slot(slot_name: String = '') -> Dictionary:
Engine.get_main_loop().set_meta('definitions', DialogicResources.get_saved_definitions(slot_name))
var state_info = DialogicResources.get_saved_state_info(slot_name)
Engine.get_main_loop().set_meta('last_dialog_state', state_info.get('dialog_state', null))
Engine.get_main_loop().set_meta('game_state', state_info.get('game_state', null))
return state_info.get('dialog_state', {})
## this saves the current definitions and the given state info into the save folder @save_name
static func _save_state_and_definitions(save_name: String, state_info: Dictionary) -> void:
DialogicResources.save_definitions(save_name, _get_definitions())
DialogicResources.save_state_info(save_name, state_info)
static func _get_definitions() -> Dictionary:
var definitions
if Engine.get_main_loop().has_meta('definitions'):
definitions = Engine.get_main_loop().get_meta('definitions')
else:
definitions = DialogicResources.get_default_definitions()
Engine.get_main_loop().set_meta('definitions', definitions)
return definitions
# used by the DialogNode
static func set_glossary_from_id(id: String, title: String, text: String, extra:String) -> void:
var target_def: Dictionary;
for d in _get_definitions()['glossary']:
if d['id'] == id:
target_def = d;
if target_def != null:
if title and title != "[No Change]":
target_def['title'] = title
if text and text != "[No Change]":
target_def['text'] = text
if extra and extra != "[No Change]":
target_def['extra'] = extra
# used by the DialogNode
static func set_variable_from_id(id: String, value: String, operation: String) -> void:
var target_def: Dictionary;
for d in _get_definitions()['variables']:
if d['id'] == id:
target_def = d;
if target_def != null:
var converted_set_value = value
var converted_target_value = target_def['value']
var is_number = converted_set_value.is_valid_float() and converted_target_value.is_valid_float()
if is_number:
converted_set_value = float(value)
converted_target_value = float(target_def['value'])
var result = target_def['value']
# Do nothing for -, * and / operations on string
match operation:
'=':
result = converted_set_value
'+':
result = converted_target_value + converted_set_value
'-':
if is_number:
result = converted_target_value - converted_set_value
'*':
if is_number:
result = converted_target_value * converted_set_value
'/':
if is_number:
result = converted_target_value / converted_set_value
target_def['value'] = str(result)
# tries to find the path of a given timeline
static func _get_timeline_file_from_name(timeline_name_path: String) -> String:
var timelines = DialogicUtil.get_full_resource_folder_structure()['folders']['Timelines']
# Checks for slash in the name, and uses the folder search if there is
if '/' in timeline_name_path:
#Add leading slash if its a path and it is missing, for paths that have subfolders but no leading slash
if(timeline_name_path.left(1) != '/'):
timeline_name_path = "/" + timeline_name_path
var parts = timeline_name_path.split('/', false)
# First check if it's a timeline in the root folder
if parts.size() == 1:
for t in DialogicUtil.get_timeline_list():
for f in timelines['files']:
if t['file'] == f && t['name'] == parts[0]:
return t['file']
if parts.size() > 1:
var current_data
var current_depth = 0
for p in parts:
if current_depth == 0:
# Starting the crawl
if (timelines['folders'].has(p) ):
current_data = timelines['folders'][p]
else:
return ''
elif current_depth == parts.size() - 1:
# The final destination
for t in DialogicUtil.get_timeline_list():
for f in current_data['files']:
if t['file'] == f && t['name'] == p:
return t['file']
else:
# Still going deeper
if (current_data['folders'].size() > 0):
if p in current_data['folders']:
current_data = current_data['folders'][p]
else:
return ''
else:
return ''
current_depth += 1
return ''
else:
# Searching for any timeline that could match that name
for t in DialogicUtil.get_timeline_list():
if t['name'] == timeline_name_path:
return t['file']
return ''
static func _get_variable_from_file_name(variable_name_path: String) -> String:
#First add the leading slash if it is missing so algorithm works properly
if(variable_name_path.left(1) != '/'):
variable_name_path = "/" + variable_name_path
var definitions = DialogicUtil.get_full_resource_folder_structure()['folders']['Definitions']
var parts = variable_name_path.split('/', false)
# Check the root if it's a variable in the root folder
if parts.size() == 1:
for t in _get_definitions()['variables']:
for f in definitions['files']:
if t['id'] == f && t['name'] == parts[0]:
return t['id']
if parts.size() > 1:
var current_data
var current_depth = 0
for p in parts:
if current_depth == 0:
# Starting the crawl
if (definitions['folders'].has(p)):
current_data = definitions['folders'][p]
else:
return ''
elif current_depth == parts.size() - 1:
# The final destination
for t in _get_definitions()['variables']:
for f in current_data['files']:
if t['id'] == f && t['name'] == p:
return t['id']
else:
# Still going deeper
if (current_data['folders'].size() > 0):
if p in current_data['folders']:
current_data = current_data['folders'][p]
else:
return ''
else:
return ''
current_depth += 1
return ''

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extends Node
class_name DialogicDefinitionsUtil
## This class handles definitions
static func get_definition_by_key(data: Dictionary, key: String, value: String):
var variables : Array = data['variables']
var glossary : Array = data['glossary']
for v in variables:
if v[key] == value:
return v
for g in glossary:
if g[key] == value:
return g
return null
static func get_definition_by_id(data: Dictionary, id: String):
return get_definition_by_key(data, 'id', id)
static func get_definition_by_name(data: Dictionary, id: String):
return get_definition_by_key(data, 'name', id)
static func set_definition(section: String, data: Dictionary, elem: Dictionary):
delete_definition(data, elem['id'])
var array: Array = data[section]
var found = false;
for e in array:
if e['id'] == elem['id']:
found = true
array.erase(e)
array.append(elem)
break
if not found:
array.append(elem)
static func set_definition_variable(data: Dictionary, id: String, name: String, value):
set_definition('variables', data, {
'id': id,
'name': name,
'value': value,
'type': 0
})
static func set_definition_glossary(data: Dictionary, id: String, name: String, title: String, text: String, extra: String):
set_definition('glossary', data, {
'id': id,
'name': name,
'title': title,
'text': text,
'extra': extra,
'type': 1
})
static func delete_definition(data: Dictionary, id: String):
var variables : Array = data['variables']
var glossary : Array = data['glossary']
var item = get_definition_by_id(data, id);
if item != null:
if (item['type'] == 0):
variables.erase(item)
else:
glossary.erase(item)
static func definitions_json_to_array(data: Dictionary) -> Array:
return data['variables'] + data['glossary']

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tool
class_name DialogicResources
## This class is used by the DialogicEditor to access the resources files
## For example by the Editors (Timeline, Character, Theme), the MasterTree and the EventParts
## It is also used by the DialogicUtil class
const RESOURCES_DIR: String = "res://dialogic" # Readonly, used for static data
const WORKING_DIR: String = "user://dialogic" # Readwrite, used for saves
## *****************************************************************************
## BASIC JSON FUNCTION
## *****************************************************************************
static func load_json(path: String, default: Dictionary={}) -> Dictionary:
# An easy function to load json files and handle common errors.
var file := File.new()
if file.open(path, File.READ) != OK:
file.close()
return default
var data_text: String = file.get_as_text()
file.close()
if data_text.empty():
return default
var data_parse: JSONParseResult = JSON.parse(data_text)
if data_parse.error != OK:
return default
var final_data = data_parse.result
if typeof(final_data) == TYPE_DICTIONARY:
return final_data
# If everything else fails
return default
static func set_json(path: String, data: Dictionary):
var file = File.new()
var err = file.open(path, File.WRITE)
if err == OK:
file.store_line(JSON.print(data, '\t', true))
file.close()
return err
## *****************************************************************************
## INITIALIZATION
## *****************************************************************************
static func init_dialogic_files() -> void:
# This functions makes sure that the needed files and folders
# exists when the plugin is loaded. If they don't, we create
# them.
# WARNING: only call while in the editor
var directory = Directory.new()
var paths = get_working_directories()
var files = get_config_files_paths()
# Create directories
for dir in paths:
if not directory.dir_exists(paths[dir]):
directory.make_dir_recursive(paths[dir])
if dir == 'THEME_DIR':
directory.copy('res://addons/dialogic/Editor/ThemeEditor/default-theme.cfg', str(paths[dir], '/default-theme.cfg'))
# Create empty files
for f in files:
if not directory.file_exists(files[f]):
create_empty_file(files[f])
static func get_working_directories() -> Dictionary:
return {
'RESOURCES_DIR': RESOURCES_DIR,
'WORKING_DIR': WORKING_DIR,
'TIMELINE_DIR': RESOURCES_DIR + "/timelines",
'THEME_DIR': RESOURCES_DIR + "/themes",
'CHAR_DIR': RESOURCES_DIR + "/characters",
'CUSTOM_EVENTS_DIR': RESOURCES_DIR + "/custom-events",
'SOUNDS':RESOURCES_DIR + "/sounds"
}
static func get_config_files_paths() -> Dictionary:
return {
'SETTINGS_FILE': RESOURCES_DIR + "/settings.cfg",
'DEFAULT_DEFINITIONS_FILE': RESOURCES_DIR + "/definitions.json",
'FOLDER_STRUCTURE_FILE': RESOURCES_DIR + "/folder_structure.json",
'DEFINITIONS_DEFAULT_SAVE': WORKING_DIR + "/definitions_default_save.json",
'STATE_DEFAULT_SAVE': WORKING_DIR + "/state_default_save.json"
}
## *****************************************************************************
## BASIC FILE FUNCTION
## *****************************************************************************
static func get_path(name: String, extra: String ='') -> String:
var paths: Dictionary = get_working_directories()
if extra != '':
return paths[name] + '/' + extra
else:
return paths[name]
static func get_filename_from_path(path: String, extension = false) -> String:
var file_name: String = path.split('/')[-1]
if extension == false:
file_name = file_name.split('.')[0]
return file_name
static func listdir(path: String) -> Array:
# https://docs.godotengine.org/en/stable/classes/class_directory.html#description
var files: Array = []
var dir := Directory.new()
var err = dir.open(path)
if err == OK:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if not dir.current_is_dir() and not file_name.begins_with("."):
files.append(file_name)
file_name = dir.get_next()
dir.list_dir_end()
else:
print("[Dialogic] Error while accessing path " + path + " - Error: " + str(err))
return files
static func create_empty_file(path):
var file = File.new()
file.open(path, File.WRITE)
file.store_string('')
file.close()
static func remove_file(path: String):
var dir = Directory.new()
var _err = dir.remove(path)
if _err != OK:
print("[D] There was an error when deleting file at {filepath}. Error: {error}".format(
{"filepath":path,"error":_err}
))
static func copy_file(path_from, path_to):
if (path_from == ''):
push_error("[Dialogic] Could not copy empty filename")
return ERR_FILE_BAD_PATH
if (path_to == ''):
push_error("[Dialogic] Could not copy to empty filename")
return ERR_FILE_BAD_PATH
var dir = Directory.new()
if (not dir.file_exists(path_from)):
push_error("[Dialogic] Could not copy file %s, File does not exists" % [ path_from ])
return ERR_FILE_NOT_FOUND
if (dir.file_exists(path_to)):
push_error("[Dialogic] Could not copy file to %s, file already exists" % [ path_to ])
return ERR_ALREADY_EXISTS
var error = dir.copy(path_from, path_to)
if (error):
push_error("[Dialogic] Error while copying %s to %s" % [ path_from, path_to ])
push_error(error)
return error
return OK
pass
## *****************************************************************************
## CONFIG
## *****************************************************************************
static func get_config(id: String) -> ConfigFile:
var paths := get_config_files_paths()
var config := ConfigFile.new()
if id in paths.keys():
var err = config.load(paths[id])
if err != OK:
print("[Dialogic] Error while opening config file " + paths[id] + ". Error: " + str(err))
return config
## *****************************************************************************
## TIMELINES
## *****************************************************************************
# Can only be edited in the editor
static func get_timeline_json(path: String):
return load_json(get_path('TIMELINE_DIR', path))
static func set_timeline(timeline: Dictionary):
# WARNING: For use in the editor only
set_json(get_path('TIMELINE_DIR', timeline['metadata']['file']), timeline)
static func delete_timeline(filename: String):
# WARNING: For use in the editor only
remove_file(get_path('TIMELINE_DIR', filename))
## *****************************************************************************
## CHARACTERS
## *****************************************************************************
# Can only be edited in the editor
static func get_character_json(path: String):
return load_json(get_path('CHAR_DIR', path))
static func set_character(character: Dictionary):
# WARNING: For use in the editor only
set_json(get_path('CHAR_DIR', character['id']), character)
static func delete_character(filename: String):
# WARNING: For use in the editor only
remove_file(get_path('CHAR_DIR', filename))
## *****************************************************************************
## THEMES
## *****************************************************************************
# Can only be edited in the editor
static func get_theme_config(filename: String):
var config = ConfigFile.new()
var path
if filename.begins_with('res://'):
path = filename
else:
path = get_path('THEME_DIR', filename)
var err = config.load(path)
if err == OK:
return config
static func set_theme_value(filename:String, section:String, key:String, value):
# WARNING: For use in the editor only
var config = get_theme_config(filename)
config.set_value(section, key, value)
config.save(get_path('THEME_DIR', filename))
static func add_theme(filename: String):
create_empty_file(get_path('THEME_DIR', filename))
static func delete_theme(filename: String):
remove_file(get_path('THEME_DIR', filename))
static func duplicate_theme(from_filename: String, to_filename: String):
copy_file(get_path('THEME_DIR', from_filename), get_path('THEME_DIR', to_filename))
## *****************************************************************************
## SETTINGS
## *****************************************************************************
# Can only be edited in the editor
static func get_settings_config() -> ConfigFile:
return get_config("SETTINGS_FILE")
static func set_settings_value(section: String, key: String, value):
var config = get_settings_config()
config.set_value(section, key, value)
config.save(get_config_files_paths()['SETTINGS_FILE'])
static func get_settings_value(section:String, key: String, default):
var config = get_settings_config()
return config.get_value(section, key, default)
## *****************************************************************************
## DEFAULT DEFINITIONS
## *****************************************************************************
# Can only be edited in the editor
static func get_default_definitions() -> Dictionary:
return load_json(get_config_files_paths()['DEFAULT_DEFINITIONS_FILE'], {'variables': [], 'glossary': []})
static func save_default_definitions(data: Dictionary):
set_json(get_config_files_paths()['DEFAULT_DEFINITIONS_FILE'], data)
static func get_default_definition_item(id: String):
var data = get_default_definitions()
return DialogicDefinitionsUtil.get_definition_by_id(data, id)
static func set_default_definition_variable(id: String, name: String, value):
# WARNING: For use in the editor only
var data = get_default_definitions()
DialogicDefinitionsUtil.set_definition_variable(data, id, name, value)
save_default_definitions(data)
static func set_default_definition_glossary(id: String, name: String, extra_title: String, extra_text: String, extra_extra: String):
# WARNING: For use in the editor only
var data = get_default_definitions()
DialogicDefinitionsUtil.set_definition_glossary(data, id, name, extra_title, extra_text, extra_extra)
save_default_definitions(data)
static func delete_default_definition(id: String):
# WARNING: For use in the editor only
var data = get_default_definitions()
DialogicDefinitionsUtil.delete_definition(data, id)
save_default_definitions(data)
## *****************************************************************************
## SAVES DURING GAME
## *****************************************************************************
# Folders in the user://dialogic directory function as save_slots.
# retruns a list of all save folders.
# -> this returns a list of the save_slot-names
static func get_saves_folders() -> Array:
var save_folders = []
var directory := Directory.new()
if directory.open(WORKING_DIR) != OK:
print("[D] Error: Failed to access working directory.")
return []
directory.list_dir_begin()
var file_name = directory.get_next()
while file_name != "":
if directory.current_is_dir() and not file_name.begins_with("."):
save_folders.append(file_name)
file_name = directory.get_next()
return save_folders
# this adds a new save folder with the given name
static func add_save_folder(save_name: String) -> void:
var directory := Directory.new()
if directory.open(WORKING_DIR) != OK:
print("[D] Error: Failed to access working directory.")
return
directory.make_dir(save_name)
var file := File.new()
if file.open(WORKING_DIR+"/"+save_name+"/definitions.json", File.WRITE) == OK:
file.store_string('')
file.close()
if file.open(WORKING_DIR+"/"+save_name+"/state.json", File.WRITE) == OK:
file.store_string('')
file.close()
# this removes the given folder
static func remove_save_folder(save_name: String) -> void:
var directory := Directory.new()
if directory.open(WORKING_DIR+"/"+save_name) != OK:
print("[D] Error: Failed to access save folder '"+save_name+"'.")
return
directory.list_dir_begin()
var file_name = directory.get_next()
while file_name != "":
directory.remove(file_name)
file_name = directory.get_next()
directory.remove(WORKING_DIR+"/"+save_name)
# reset the definitions and state of the given save folder (or default)
static func reset_save(save_name: String = '') -> void:
save_state_info(save_name, {})
save_definitions(save_name, get_default_definitions())
# saves the state_info into the state.json file in the save folder "save_name"
static func save_state_info(save_name: String, state_info: Dictionary) -> void:
if save_name == '':
set_json(get_config_files_paths()['STATE_DEFAULT_SAVE'], state_info)
return
if not save_name in get_saves_folders():
add_save_folder(save_name)
set_json(WORKING_DIR+"/"+save_name+"/state.json", state_info)
# return the state_info from the state.json file in the save folder "save_name"
static func get_saved_state_info(save_name: String) -> Dictionary:
if save_name == '':
return load_json(get_config_files_paths()['STATE_DEFAULT_SAVE'], {})
if not save_name in get_saves_folders():
return {}
return load_json(WORKING_DIR+"/"+save_name+"/state.json", {})
# saves the given definitions into the definitions.json file in the save folder "save name"
static func save_definitions(save_name: String, definitions_info: Dictionary) -> void:
if save_name == "":
set_json(get_config_files_paths()['DEFINITIONS_DEFAULT_SAVE'], definitions_info)
return
if not save_name in get_saves_folders():
add_save_folder(save_name)
set_json(WORKING_DIR+"/"+save_name+"/definitions.json", definitions_info)
# return the definition info from the definiiotn.json in the save folder "save name"
static func get_saved_definitions(save_name: String = '') -> Dictionary:
if save_name == '':
return load_json(get_config_files_paths()['DEFINITIONS_DEFAULT_SAVE'], get_default_definitions())
if not save_name in get_saves_folders():
print("[D] Wasn't able to find save '"+save_name+"'. Loaded the default definitions.")
return get_default_definitions()
return load_json(WORKING_DIR+"/"+save_name+"/definitions.json", {})
## *****************************************************************************
## FOLDER STRUCTURE
## *****************************************************************************
# The DialogicEditor uses a fake folder structure
# Can only be edited in the editor
static func get_resource_folder_structure() -> Dictionary:
return load_json(get_config_files_paths()['FOLDER_STRUCTURE_FILE'],
{"folders":
{"Timelines":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
"Characters":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
"Definitions":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
"Themes":
{
"folders":{},
"files":[],
'metadata':{'color':null, 'folded':false}
},
},
"files":[]
})
static func save_resource_folder_structure(data):
set_json(get_config_files_paths()['FOLDER_STRUCTURE_FILE'], data)

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@ -0,0 +1,127 @@
using Godot;
using GC = Godot.Collections;
using System;
public static class DialogicSharp
{
private static Script _dialogic = GD.Load<Script>("res://addons/dialogic/Other/DialogicClass.gd");
private const String DEFAULT_DIALOG_RESOURCE = "res://addons/dialogic/Nodes/DialogNode.tscn";
// Check the documentation of the DialogicClass for more information on how to use these functions!
public static Node Start(String timeline = "", String default_timeline = "", bool useCanvasInstead = true)
{
return Start<Node>(timeline, default_timeline, DEFAULT_DIALOG_RESOURCE, useCanvasInstead);
}
public static T Start<T>(String timeline = "", String default_timeline = "", String dialogScenePath = "", bool useCanvasInstead = true) where T : class
{
return (T)_dialogic.Call("start", timeline, default_timeline, dialogScenePath, useCanvasInstead);
}
// ------------------------------------------------------------------------------------------
// SAVING/LOADING
// ------------------------------------------------------------------------------------------
public static void Load(String slot_name = "")
{
_dialogic.Call("load", slot_name);
}
public static void Save(String slot_name = "")
{
_dialogic.Call("save", slot_name);
}
public static GC.Array GetSlotNames()
{
return (GC.Array)_dialogic.Call("get_slot_names");
}
public static void EraseSlot(String slot_name)
{
_dialogic.Call("erase_slot", slot_name);
}
public static bool HasCurrentDialogNode()
{
return (bool)_dialogic.Call("has_current_dialog_node");
}
public static void ResetSaves()
{
_dialogic.Call("reset_saves");
}
public static String GetCurrentSlot()
{
return (String)_dialogic.Call("get_current_slot");
}
// ------------------------------------------------------------------------------------------
// IMPORT/EXPORT
// ------------------------------------------------------------------------------------------
public static GC.Dictionary Export()
{
return (GC.Dictionary)_dialogic.Call("export");
}
public static void Import(GC.Dictionary data)
{
_dialogic.Call("import", data);
}
// ------------------------------------------------------------------------------------------
// DEFINITIONS
// ------------------------------------------------------------------------------------------
public static String GetVariable(String name)
{
return (String)_dialogic.Call("get_variable", name);
}
public static void SetVariable(String name, String value)
{
_dialogic.Call("set_variable", name, value);
}
// ------------------------------------------------------------------------------------------
// OTHER STUFF
// ------------------------------------------------------------------------------------------
public static String CurrentTimeline
{
get
{
return (String)_dialogic.Call("get_current_timeline");
}
set
{
_dialogic.Call("set_current_timeline", value);
}
}
public static GC.Dictionary Definitions
{
get
{
return (GC.Dictionary)_dialogic.Call("get_definitions");
}
}
public static GC.Dictionary DefaultDefinitions
{
get
{
return (GC.Dictionary)_dialogic.Call("get_default_definitions");
}
}
public static bool Autosave
{
get
{
return (bool)_dialogic.Call("get_autosave");
}
set
{
_dialogic.Call("set_autosave", value);
}
}
}

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tool
class_name DialogicUtil
## This class is used by the DialogicEditor
## For example by the Editors (Timeline, Character, Theme), the MasterTree and the EventParts
static func list_to_dict(list):
var dict := {}
for val in list:
dict[val["file"]] = val
return dict
## *****************************************************************************
## CHARACTERS
## *****************************************************************************
static func get_character_list() -> Array:
var characters: Array = []
for file in DialogicResources.listdir(DialogicResources.get_path('CHAR_DIR')):
if '.json' in file:
var data: Dictionary = DialogicResources.get_character_json(file)
characters.append({
'name': data.get('name', data['id']),
'color': Color(data.get('color', "#ffffff")),
'file': file,
'portraits': data.get('portraits', []),
'display_name': data.get('display_name', ''),
'nickname': data.get('nickname', ''),
'data': data # This should be the only thing passed... not sure what I was thinking
})
return characters
static func get_characters_dict():
return list_to_dict(get_character_list())
static func get_sorted_character_list():
var array = get_character_list()
array.sort_custom(DialgicSorter, 'sort_resources')
return array
# helper that allows to get a character by file
static func get_character(character_id):
var characters = get_character_list()
for c in characters:
if c['file'] == character_id:
return c
return {}
## *****************************************************************************
## TIMELINES
## *****************************************************************************
static func get_timeline_list() -> Array:
var timelines: Array = []
for file in DialogicResources.listdir(DialogicResources.get_path('TIMELINE_DIR')):
if '.json' in file: # TODO check for real .json because if .json is in the middle of the sentence it still thinks it is a timeline
var data = DialogicResources.get_timeline_json(file)
if data.has('error') == false:
if data.has('metadata'):
var metadata = data['metadata']
var color = Color("#ffffff")
if metadata.has('name'):
timelines.append({'name':metadata['name'], 'color': color, 'file': file })
else:
timelines.append({'name':file.split('.')[0], 'color': color, 'file': file })
return timelines
# returns a dictionary with file_names as keys and metadata as values
static func get_timeline_dict() -> Dictionary:
return list_to_dict(get_timeline_list())
static func get_sorted_timeline_list():
var array = get_timeline_list()
array.sort_custom(DialgicSorter, 'sort_resources')
return array
## *****************************************************************************
## THEMES
## *****************************************************************************
static func get_theme_list() -> Array:
var themes: Array = []
for file in DialogicResources.listdir(DialogicResources.get_path('THEME_DIR')):
if '.cfg' in file:
var config = DialogicResources.get_theme_config(file)
themes.append({
'file': file,
'name': config.get_value('settings','name', file),
'config': config
})
return themes
# returns a dictionary with file_names as keys and metadata as values
static func get_theme_dict() -> Dictionary:
return list_to_dict(get_theme_list())
static func get_sorted_theme_list():
var array = get_theme_list()
array.sort_custom(DialgicSorter, 'sort_resources')
return array
## *****************************************************************************
## DEFINITIONS
## *****************************************************************************
static func get_default_definitions_list() -> Array:
return DialogicDefinitionsUtil.definitions_json_to_array(DialogicResources.get_default_definitions())
static func get_default_definitions_dict():
var dict = {}
for val in get_default_definitions_list():
dict[val['id']] = val
return dict
static func get_sorted_default_definitions_list():
var array = get_default_definitions_list()
array.sort_custom(DialgicSorter, 'sort_resources')
return array
# returns the result of the given dialogic comparison
static func compare_definitions(def_value: String, event_value: String, condition: String):
var definitions
if not Engine.is_editor_hint():
if Engine.get_main_loop().has_meta('definitions'):
definitions = Engine.get_main_loop().get_meta('definitions')
else:
definitions = DialogicResources.get_default_definitions()
Engine.get_main_loop().set_meta('definitions', definitions)
else:
definitions = DialogicResources.get_default_definitions()
var condition_met = false
if def_value != null and event_value != null:
# check if event_value equals a definition name and use that instead
for d in definitions['variables']:
if (d['name'] != '' and d['name'] == event_value):
event_value = d['value']
break;
var converted_def_value = def_value
var converted_event_value = event_value
if def_value.is_valid_float() and event_value.is_valid_float():
converted_def_value = float(def_value)
converted_event_value = float(event_value)
if condition == '':
condition = '==' # The default condition is Equal to
match condition:
"==":
condition_met = converted_def_value == converted_event_value
"!=":
condition_met = converted_def_value != converted_event_value
">":
condition_met = converted_def_value > converted_event_value
">=":
condition_met = converted_def_value >= converted_event_value
"<":
condition_met = converted_def_value < converted_event_value
"<=":
condition_met = converted_def_value <= converted_event_value
return condition_met
## *****************************************************************************
## RESOURCE FOLDER MANAGEMENT
## *****************************************************************************
# The MasterTree uses a "fake" folder structure
## PATH FUNCTIONS
# removes the last thing from a path
static func get_parent_path(path: String):
return path.replace("/"+path.split("/")[-1], "")
## GETTERS
# returns the full resource structure
static func get_full_resource_folder_structure():
return DialogicResources.get_resource_folder_structure()
static func get_timelines_folder_structure():
return get_folder_at_path("Timelines")
static func get_characters_folder_structure():
return get_folder_at_path("Characters")
static func get_definitions_folder_structure():
return get_folder_at_path("Definitions")
static func get_theme_folder_structure():
return get_folder_at_path("Themes")
# this gets the content of the folder at a path
# a path consists of the foldernames divided by '/'
static func get_folder_at_path(path):
var folder_data = get_full_resource_folder_structure()
for folder in path.split("/"):
if folder:
folder_data = folder_data['folders'][folder]
if folder_data == null:
folder_data = {"folders":{}, "files":[]}
return folder_data
## SETTERS
static func set_folder_content_recursive(path_array: Array, orig_data: Dictionary, new_data: Dictionary) -> Dictionary:
if len(path_array) == 1:
if path_array[0] in orig_data['folders'].keys():
if new_data.empty():
orig_data['folders'].erase(path_array[0])
else:
orig_data["folders"][path_array[0]] = new_data
else:
var current_folder = path_array.pop_front()
orig_data["folders"][current_folder] = set_folder_content_recursive(path_array, orig_data["folders"][current_folder], new_data)
return orig_data
static func set_folder_at_path(path: String, data:Dictionary):
var orig_structure = get_full_resource_folder_structure()
var new_data = set_folder_content_recursive(path.split("/"), orig_structure, data)
DialogicResources.save_resource_folder_structure(new_data)
return OK
## FOLDER METADATA
static func set_folder_meta(folder_path: String, key:String, value):
var data = get_folder_at_path(folder_path)
data['metadata'][key] = value
set_folder_at_path(folder_path, data)
static func get_folder_meta(folder_path: String, key:String):
return get_folder_at_path(folder_path)['metadata'][key]
## FOLDER FUNCTIONS
static func add_folder(path:String, folder_name:String):
# check if the name is allowed
if folder_name in get_folder_at_path(path)['folders'].keys():
print("[D] A folder with the name '"+folder_name+"' already exists in the target folder '"+path+"'.")
return ERR_ALREADY_EXISTS
var folder_data = get_folder_at_path(path)
folder_data['folders'][folder_name] = {"folders":{}, "files":[], 'metadata':{'color':null, 'folded':false}}
set_folder_at_path(path, folder_data)
return OK
static func remove_folder(folder_path:String, delete_files:bool = true):
#print("[D] Removing 'Folder' "+folder_path)
for folder in get_folder_at_path(folder_path)['folders']:
remove_folder(folder_path+"/"+folder, delete_files)
if delete_files:
for file in get_folder_at_path(folder_path)['files']:
#print("[D] Removing file ", file)
match folder_path.split("/")[0]:
'Timelines':
DialogicResources.delete_timeline(file)
'Characters':
DialogicResources.delete_character(file)
'Definitions':
DialogicResources.delete_default_definition(file)
'Themes':
DialogicResources.delete_theme(file)
set_folder_at_path(folder_path, {})
static func rename_folder(path:String, new_folder_name:String):
# check if the name is allowed
if new_folder_name in get_folder_at_path(get_parent_path(path))['folders'].keys():
print("[D] A folder with the name '"+new_folder_name+"' already exists in the target folder '"+get_parent_path(path)+"'.")
return ERR_ALREADY_EXISTS
elif new_folder_name.empty():
return ERR_PRINTER_ON_FIRE
# save the content
var folder_content = get_folder_at_path(path)
# remove the old folder BUT NOT THE FILES !!!!!
remove_folder(path, false)
# add the new folder
add_folder(get_parent_path(path), new_folder_name)
var new_path = get_parent_path(path)+ "/"+new_folder_name
set_folder_at_path(new_path, folder_content)
return OK
static func move_folder_to_folder(orig_path, target_folder):
# check if the name is allowed
if orig_path.split("/")[-1] in get_folder_at_path(target_folder)['folders'].keys():
print("[D] A folder with the name '"+orig_path.split("/")[-1]+"' already exists in the target folder '"+target_folder+"'.")
return ERR_ALREADY_EXISTS
# save the content
var folder_content = get_folder_at_path(orig_path)
# remove the old folder BUT DON'T DELETE THE FILES!!!!!!!!!!!
# took me ages to find this when I forgot it..
remove_folder(orig_path, false)
# add the new folder
var folder_name = orig_path.split("/")[-1]
add_folder(target_folder, folder_name)
var new_path = target_folder+ "/"+folder_name
set_folder_at_path(new_path, folder_content)
return OK
## FILE FUNCTIONS
static func move_file_to_folder(file_name, orig_folder, target_folder):
remove_file_from_folder(orig_folder, file_name)
add_file_to_folder(target_folder, file_name)
static func add_file_to_folder(folder_path, file_name):
var folder_data = get_folder_at_path(folder_path)
folder_data["files"].append(file_name)
set_folder_at_path(folder_path, folder_data)
static func remove_file_from_folder(folder_path, file_name):
var folder_data = get_folder_at_path(folder_path)
folder_data["files"].erase(file_name)
set_folder_at_path(folder_path, folder_data)
## STRUCTURE UPDATES
#should be called when files got deleted and on program start
static func update_resource_folder_structure():
var character_files = DialogicResources.listdir(DialogicResources.get_path('CHAR_DIR'))
var timeline_files = DialogicResources.listdir(DialogicResources.get_path('TIMELINE_DIR'))
var theme_files = DialogicResources.listdir(DialogicResources.get_path('THEME_DIR'))
var definition_files = get_default_definitions_dict().keys()
var folder_structure = DialogicResources.get_resource_folder_structure()
folder_structure['folders']['Timelines'] = check_folders_section(folder_structure['folders']['Timelines'], timeline_files)
folder_structure['folders']['Characters'] = check_folders_section(folder_structure['folders']['Characters'], character_files)
folder_structure['folders']['Themes'] = check_folders_section(folder_structure['folders']['Themes'], theme_files)
folder_structure['folders']['Definitions'] = check_folders_section(folder_structure['folders']['Definitions'], definition_files)
DialogicResources.save_resource_folder_structure(folder_structure)
# calls the check_folders_recursive
static func check_folders_section(section_structure: Dictionary, section_files:Array):
var result = check_folders_recursive(section_structure, section_files)
section_structure = result[0]
section_structure['files'] += result[1]
return section_structure
static func check_folders_recursive(folder_data: Dictionary, file_names:Array):
if not folder_data.has('metadata'):
folder_data['metadata'] = {'color':null, 'folded':false}
for folder in folder_data['folders'].keys():
var result = check_folders_recursive(folder_data["folders"][folder], file_names)
folder_data['folders'][folder] = result[0]
file_names = result[1]
for file in folder_data['files']:
if not file in file_names:
folder_data["files"].erase(file)
#print("[D] The file ", file, " was deleted!")
else:
file_names.erase(file)
return [folder_data, file_names]
static func beautify_filename(animation_name: String) -> String:
if animation_name == '[Default]' or animation_name == '[No Animation]':
return animation_name
var a_string = animation_name.get_file().trim_suffix('.gd')
if '-' in a_string:
a_string = a_string.split('-')[1].capitalize()
else:
a_string = a_string.capitalize()
return a_string
## *****************************************************************************
## USEFUL FUNCTIONS
## *****************************************************************************
static func generate_random_id() -> String:
return str(OS.get_unix_time()) + '-' + str(100 + randi()%899+1)
static func compare_dicts(dict_1: Dictionary, dict_2: Dictionary) -> bool:
# I tried using the .hash() function but it was returning different numbers
# even when the dictionary was exactly the same.
if str(dict_1) != "Null" and str(dict_2) != "Null":
if str(dict_1) == str(dict_2):
return true
return false
static func path_fixer_load(path):
# This function was added because some of the default assets shipped with
# Dialogic 1.0 were moved for version 1.1. If by any chance they still
# Use those resources, we redirect the paths from the old place to the new
# ones. This can be safely removed and replace all instances of
# DialogicUtil.path_fixer_load(x) with just load(x) on version 2.0
# since we will break compatibility.
match path:
'res://addons/dialogic/Fonts/DefaultFont.tres':
return load("res://addons/dialogic/Example Assets/Fonts/DefaultFont.tres")
'res://addons/dialogic/Fonts/GlossaryFont.tres':
return load('res://addons/dialogic/Example Assets/Fonts/GlossaryFont.tres')
'res://addons/dialogic/Images/background/background-1.png':
return load('res://addons/dialogic/Example Assets/backgrounds/background-1.png')
'res://addons/dialogic/Images/background/background-2.png':
return load('res://addons/dialogic/Example Assets/backgrounds/background-2.png')
'res://addons/dialogic/Images/next-indicator.png':
return load('res://addons/dialogic/Example Assets/next-indicator/next-indicator.png')
return load(path)
# This function contains necessary updates.
# This should be deleted in 2.0
static func resource_fixer():
var update_index = DialogicResources.get_settings_config().get_value("updates", "updatenumber", 0)
if update_index < 1:
print("[D] Update NR. "+str(update_index)+" | Adds event ids. Don't worry about this.")
for timeline_info in get_timeline_list():
var timeline = DialogicResources.get_timeline_json(timeline_info['file'])
var events = timeline["events"]
for i in events:
if not i.has("event_id"):
match i:
# MAIN EVENTS
# Text event
{'text', 'character', 'portrait'}:
i['event_id'] = 'dialogic_001'
# Join event
{'character', 'action', 'position', 'portrait',..}:
i['event_id'] = 'dialogic_002'
# Character Leave event
{'character', 'action'}:
i['event_id'] = 'dialogic_003'
# LOGIC EVENTS
# Question event
{'question', 'options', ..}:
i['event_id'] = 'dialogic_010'
# Choice event
{'choice', ..}:
i['event_id'] = 'dialogic_011'
# Condition event
{'condition', 'definition', 'value'}:
i['event_id'] = 'dialogic_012'
# End Branch event
{'endbranch'}:
i['event_id'] = 'dialogic_013'
# Set Value event
{'set_value', 'definition', ..}:
i['event_id'] = 'dialogic_014'
# TIMELINE EVENTS
# Change Timeline event
{'change_timeline'}:
i['event_id'] = 'dialogic_020'
# Change Backround event
{'background'}:
i['event_id'] = 'dialogic_021'
# Close Dialog event
{'close_dialog', ..}:
i['event_id'] = 'dialogic_022'
# Wait seconds event
{'wait_seconds'}:
i['event_id'] = 'dialogic_023'
# Set Theme event
{'set_theme'}:
i['event_id'] = 'dialogic_024'
# AUDIO EVENTS
# Audio event
{'audio', 'file', ..}:
i['event_id'] = 'dialogic_030'
# Background Music event
{'background-music', 'file', ..}:
i['event_id'] = 'dialogic_031'
# GODOT EVENTS
# Emit signal event
{'emit_signal'}:
i['event_id'] = 'dialogic_040'
# Change Scene event
{'change_scene'}:
i['event_id'] = 'dialogic_041'
# Call Node event
{'call_node'}:
i['event_id'] = 'dialogic_042'
timeline['events'] = events
DialogicResources.set_timeline(timeline)
if update_index < 2:
# Updates the text alignment to be saved as int like all anchors
print("[D] Update NR. "+str(update_index)+" | Changes how some theme values are saved. No need to worry about this.")
for theme_info in get_theme_list():
var theme = DialogicResources.get_theme_config(theme_info['file'])
match theme.get_value('text', 'alignment', 'Left'):
'Left':
DialogicResources.set_theme_value(theme_info['file'], 'text', 'alignment', 0)
'Center':
DialogicResources.set_theme_value(theme_info['file'], 'text', 'alignment', 1)
'Right':
DialogicResources.set_theme_value(theme_info['file'], 'text', 'alignment', 2)
if update_index < 3:
# Character Join and Character Leave have been unified to a new Character event
print("[D] Update NR. "+str(update_index)+" | Removes Character Join and Character Leave events in favor of the new 'Character' event. No need to worry about this.")
for timeline_info in get_timeline_list():
var timeline = DialogicResources.get_timeline_json(timeline_info['file'])
var events = timeline["events"]
for i in range(len(events)):
if events[i]['event_id'] == 'dialogic_002':
var new_event = {
'event_id':'dialogic_002',
'type':0,
'character':events[i].get('character', ''),
'portrait':events[i].get('portrait','Default'),
'position':events[i].get('position'),
'animation':'[Default]',
'animation_length':0.5,
'mirror_portrait':events[i].get('mirror', false),
'z_index': events[i].get('z_index', 0),
}
if new_event['portrait'].empty(): new_event['portrait'] = 'Default'
events[i] = new_event
elif events[i]['event_id'] == 'dialogic_003':
var new_event = {
'event_id':'dialogic_002',
'type':1,
'character':events[i].get('character', ''),
'animation':'[Default]',
'animation_length':0.5,
'mirror_portrait':events[i].get('mirror', false),
'z_index':events[i].get('z_index', 0),
}
events[i] = new_event
timeline['events'] = events
DialogicResources.set_timeline(timeline)
DialogicResources.set_settings_value("updates", "updatenumber", 3)
if !ProjectSettings.has_setting('input/dialogic_default_action'):
print("[D] Added the 'dialogic_default_action' to the InputMap. This is the default if you didn't select a different one in the dialogic settings. You will have to force the InputMap editor to update before you can see the action (reload project or add a new input action).")
var input_enter = InputEventKey.new()
input_enter.scancode = KEY_ENTER
var input_left_click = InputEventMouseButton.new()
input_left_click.button_index = BUTTON_LEFT
input_left_click.pressed = true
var input_space = InputEventKey.new()
input_space.scancode = KEY_SPACE
var input_x = InputEventKey.new()
input_x.scancode = KEY_X
var input_controller = InputEventJoypadButton.new()
input_controller.button_index = JOY_BUTTON_0
ProjectSettings.set_setting('input/dialogic_default_action', {'deadzone':0.5, 'events':[input_enter, input_left_click, input_space, input_x, input_controller]})
ProjectSettings.save()
if DialogicResources.get_settings_value('input', 'default_action_key', '[Default]') == '[Default]':
DialogicResources.set_settings_value('input', 'default_action_key', 'dialogic_default_action')
static func get_editor_scale(ref) -> float:
# There hasn't been a proper way of reliably getting the editor scale
# so this function aims at fixing that by identifying what the scale is and
# returning a value to use as a multiplier for manual UI tweaks
# The way of getting the scale could change, but this is the most reliable
# solution I could find that works in many different computer/monitors.
var _scale = ref.get_constant("inspector_margin", "Editor")
_scale = _scale * 0.125
return _scale
static func list_dir(path: String) -> Array:
var files = []
var dir = Directory.new()
dir.open(path)
dir.list_dir_begin(true)
var file = dir.get_next()
while file != '':
files += [file]
file = dir.get_next()
return files
## *****************************************************************************
## DIALOGIC_SORTER CLASS
## *****************************************************************************
# This class is only used by this script to sort the resource lists
class DialgicSorter:
static func key_available(key, a: Dictionary) -> bool:
return key in a.keys() and not a[key].empty()
static func get_compare_value(a: Dictionary) -> String:
if key_available('display_name', a):
return a['display_name']
if key_available('name', a):
return a['name']
if key_available('id', a):
return a['id']
if 'metadata' in a.keys():
var a_metadata = a['metadata']
if key_available('name', a_metadata):
return a_metadata['name']
if key_available('file', a_metadata):
return a_metadata['file']
return ''
static func sort_resources(a: Dictionary, b: Dictionary):
return get_compare_value(a).to_lower() < get_compare_value(b).to_lower()

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extends EditorExportPlugin
func _export_begin(features: PoolStringArray, is_debug: bool, path: String, flags: int) -> void:
# This fixes the android export 'multiple file in zip' bug
for feature in features:
if feature == "Android":
return
var file = File.new()
var directory = Directory.new()
var paths = DialogicResources.get_working_directories()
# Loops through every file in the working directories
# and adds it as a custom export file
for dir in paths:
if directory.open(paths[dir]) == OK:
directory.list_dir_begin()
var file_name = directory.get_next()
while file_name != "":
if not directory.current_is_dir():
var file_lower = file_name.to_lower()
if '.json' in file_lower or '.cfg' in file_lower:
var file_path = paths[dir] + "/" + file_name
if file.open(file_path, File.READ) == OK:
add_file(file_path, file.get_buffer(file.get_len()), false)
file.close()
file_name = directory.get_next()

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extends EditorInspectorPlugin
var TimelinePicker = preload("res://addons/dialogic/Other/timeline_picker.gd")
var dialogic_editor_plugin = null
var dialogic_editor_view = null
func can_handle(object):
# We support all objects in this example.
return true
func parse_property(object, type, path, hint, hint_text, usage):
# We check for this hint text. It would look like: export(String, "TimelineDropdown")
if hint_text == "TimelineDropdown":
# We handle properties of type string.
if type == TYPE_STRING:
# Create an instance of the custom property editor and register
# it to a specific property path.
var picker = TimelinePicker.new()
picker.editor_inspector_plugin = self
add_property_editor(path, picker)
# Inform the editor to remove the default property editor for
# this property type.
return true
return false
func switch_to_dialogic_timeline(timeline: String):
if (dialogic_editor_plugin != null):
var master_tree = dialogic_editor_view.get_node('MainPanel/MasterTreeContainer/MasterTree')
dialogic_editor_plugin.get_editor_interface().set_main_screen_editor("Dialogic")
master_tree.timeline_editor.batches.clear()
master_tree.timeline_editor.load_timeline(timeline)
master_tree.show_timeline_editor()

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tool
extends EditorProperty
# The main controls for editing the property.
var timelines_dropdown = MenuButton.new()
var container = HBoxContainer.new()
var edit_button = Button.new()
# reference to the inspector plugin
var editor_inspector_plugin = null
# An internal value of the property.
var current_value = ''
# A guard against internal changes when the property is updated.
var updating = false
# @Override
func get_tooltip_text():
return "Click to select a Dialogic timeline.\nPress the tool button to directly switch to the editor"
func _ready():
edit_button.icon = get_icon("Tools", "EditorIcons")
func _init():
# setup controls
timelines_dropdown.rect_min_size.x = 80
timelines_dropdown.set_h_size_flags(SIZE_EXPAND_FILL)
timelines_dropdown.clip_text = true
container.add_child(timelines_dropdown)
container.add_child(edit_button)
edit_button.flat = true
edit_button.hint_tooltip = "Edit Timeline"
edit_button.disabled = true
# Add the container as a direct child
add_child(container)
# Make sure the control is able to retain the focus.
add_focusable(timelines_dropdown)
# Setup the initial state and connect to the signal to track changes.
timelines_dropdown.connect("about_to_show", self, "_about_to_show_menu")
timelines_dropdown.get_popup().connect("index_pressed", self, '_on_timeline_selected')
edit_button.connect("pressed", self, "_on_editTimelineButton_pressed")
func _about_to_show_menu():
# Ignore the signal if the property is currently being updated.
if (updating):
return
# Adding timelines
timelines_dropdown.get_popup().clear()
var index = 0
for c in DialogicUtil.get_sorted_timeline_list():
timelines_dropdown.get_popup().add_item(c['name'])
timelines_dropdown.get_popup().set_item_metadata(index, {'file': c['file'], 'color': c['color']})
index += 1
func _on_timeline_selected(index):
var text = timelines_dropdown.get_popup().get_item_text(index)
var metadata = timelines_dropdown.get_popup().get_item_metadata(index)
current_value = metadata['file']
timelines_dropdown.text = text
timelines_dropdown.hint_tooltip = text
_update_edit_button(current_value)
emit_changed(get_edited_property(), current_value)
func _on_editTimelineButton_pressed():
if (current_value != '' and editor_inspector_plugin != null):
editor_inspector_plugin.switch_to_dialogic_timeline(current_value)
func update_property():
# Read the current value from the property.
var new_value = get_edited_object()[get_edited_property()]
_update_edit_button(new_value)
if (new_value == current_value):
return
# Update the control with the new value.
updating = true
current_value = new_value
# Checking for the display name
timelines_dropdown.text = ''
if (current_value == ''):
timelines_dropdown.hint_tooltip = 'Click to select a timeline'
for c in DialogicUtil.get_timeline_list():
if c['file'] == current_value:
timelines_dropdown.text = c['name']
timelines_dropdown.hint_tooltip = c['name']
updating = false
_update_edit_button(current_value)
func _update_edit_button(value):
if (value == ''):
edit_button.disabled = true
else:
edit_button.disabled = false