cirnogodot/Resources/Styles/VN_Dialogue_Box/VisualNovelTextbox/vn_textbox_layer.gd
2025-03-17 23:16:22 +01:00

278 lines
11 KiB
GDScript

@tool
extends DialogicLayoutLayer
## This layer's scene file contains following nodes:
## - a dialog_text node
## - a name_label node
## - a next_indicator node
## - a type_sound node
##
## As well as custom:
## - animations
## - auto-advance progress indicator
##
## If you want to customize this layer, here is a little rundown of this layer:
## The Layer Settings are divided into the `@export_group`s below.
## They get applied in [method _apply_export_overrides].
## Each `@export_group` has its own method to apply the settings to the scene.
## If you want to change a specific part inside the scene, you can simply
## remove or add # (commenting) to the method line.
enum Alignments {LEFT, CENTER, RIGHT}
enum AnimationsIn {NONE, POP_IN, FADE_UP}
enum AnimationsOut {NONE, POP_OUT, FADE_DOWN}
enum AnimationsNewText {NONE, WIGGLE}
@export_group("Text")
@export_subgroup("Alignment & Size")
@export var text_alignment: Alignments= Alignments.LEFT
@export var text_use_global_size: bool = true
@export var text_size: int = 15
@export_subgroup("Color")
@export var text_use_global_color: bool = true
@export var text_custom_color: Color = Color.WHITE
@export_subgroup('Font')
@export var text_use_global_font: bool = true
@export_file('*.ttf', '*.tres') var normal_font: String = ""
@export_file('*.ttf', '*.tres') var bold_font: String = ""
@export_file('*.ttf', '*.tres') var italics_font: String = ""
@export_file('*.ttf', '*.tres') var bold_italics_font: String = ""
@export_group("Box")
@export_subgroup("Panel")
@export_file("*.tres") var box_panel: String = this_folder.path_join("vn_textbox_default_panel.tres")
@export_subgroup("Color")
@export var box_color_use_global: bool = true
@export var box_color_custom: Color = Color.BLACK
@export_subgroup("Size & Position")
@export var box_size: Vector2 = Vector2(550, 110)
@export var box_margin_bottom: int = 15
@export_subgroup("Animation")
@export var box_animation_in: AnimationsIn = AnimationsIn.FADE_UP
@export var box_animation_out: AnimationsOut = AnimationsOut.FADE_DOWN
@export var box_animation_new_text: AnimationsNewText = AnimationsNewText.NONE
@export_group("Name Label")
@export_subgroup('Color')
@export var name_label_use_global_color: bool= true
@export var name_label_use_character_color: bool = true
@export var name_label_custom_color: Color = Color.WHITE
@export_subgroup('Font')
@export var name_label_use_global_font: bool = true
@export_file('*.ttf', '*.tres') var name_label_font: String = ""
@export var name_label_use_global_font_size: bool = true
@export var name_label_custom_font_size: int = 15
@export_subgroup('Box')
@export_file("*.tres") var name_label_box_panel: String = this_folder.path_join("vn_textbox_name_label_panel.tres")
@export var name_label_box_use_global_color: bool = true
@export var name_label_box_modulate: Color = box_color_custom
@export_subgroup('Alignment')
@export var name_label_alignment: Alignments = Alignments.LEFT
@export var name_label_box_offset: Vector2 = Vector2.ZERO
@export_group("Indicators")
@export_subgroup("Next Indicator")
@export var next_indicator_enabled: bool = true
@export var next_indicator_show_on_questions: bool = true
@export var next_indicator_show_on_autoadvance: bool = false
@export_enum('bounce', 'blink', 'none') var next_indicator_animation: int = 0
@export_file("*.png","*.svg","*.tres") var next_indicator_texture: String = ''
@export var next_indicator_size: Vector2 = Vector2(25,25)
@export_subgroup("Autoadvance")
@export var autoadvance_progressbar: bool = true
@export_group('Sounds')
@export_subgroup('Typing Sounds')
@export var typing_sounds_enabled: bool = true
@export var typing_sounds_mode: DialogicNode_TypeSounds.Modes = DialogicNode_TypeSounds.Modes.INTERRUPT
@export_dir var typing_sounds_sounds_folder: String = "res://addons/dialogic/Example Assets/sound-effects/"
@export_file("*.wav", "*.ogg", "*.mp3") var typing_sounds_end_sound: String = ""
@export_range(1, 999, 1) var typing_sounds_every_nths_character: int = 1
@export_range(0.01, 4, 0.01) var typing_sounds_pitch: float = 1.0
@export_range(0.0, 3.0) var typing_sounds_pitch_variance: float = 0.0
@export_range(-80, 24, 0.01) var typing_sounds_volume: float = -10
@export_range(0.0, 10) var typing_sounds_volume_variance: float = 0.0
@export var typing_sounds_ignore_characters: String = " .,!?"
func _apply_export_overrides() -> void:
if !is_inside_tree():
await ready
## FONT SETTINGS
_apply_text_settings()
## BOX SETTINGS
_apply_box_settings()
## BOX ANIMATIONS
_apply_box_animations_settings()
## NAME LABEL SETTINGS
_apply_name_label_settings()
## NEXT INDICATOR SETTINGS
_apply_indicator_settings()
## OTHER
var progress_bar: ProgressBar = %AutoAdvanceProgressbar
progress_bar.set(&'enabled', autoadvance_progressbar)
#### SOUNDS
## TYPING SOUNDS
_apply_sounds_settings()
## Applies all text box settings to the scene.
## Except the box animations.
func _apply_box_settings() -> void:
var dialog_text_panel: PanelContainer = %DialogTextPanel
if ResourceLoader.exists(box_panel):
dialog_text_panel.add_theme_stylebox_override(&'panel', load(box_panel) as StyleBox)
if box_color_use_global:
dialog_text_panel.self_modulate = get_global_setting(&'bg_color', box_color_custom)
else:
dialog_text_panel.self_modulate = box_color_custom
var sizer: Control = %Sizer
sizer.size = box_size
sizer.position = box_size * Vector2(-0.5, -1)+Vector2(0, -box_margin_bottom)
## Applies box animations settings to the scene.
func _apply_box_animations_settings() -> void:
var animations: AnimationPlayer = %Animations
animations.set(&'animation_in', box_animation_in)
animations.set(&'animation_out', box_animation_out)
animations.set(&'animation_new_text', box_animation_new_text)
## Applies all name label settings to the scene.
func _apply_name_label_settings() -> void:
var name_label: DialogicNode_NameLabel = %DialogicNode_NameLabel
if name_label_use_global_font_size:
name_label.add_theme_font_size_override(&"font_size", get_global_setting(&'font_size', name_label_custom_font_size) as int)
else:
name_label.add_theme_font_size_override(&"font_size", name_label_custom_font_size)
if name_label_use_global_font and get_global_setting(&'font', false):
name_label.add_theme_font_override(&'font', load(get_global_setting(&'font', '') as String) as Font)
elif not name_label_font.is_empty():
name_label.add_theme_font_override(&'font', load(name_label_font) as Font)
if name_label_use_global_color:
name_label.add_theme_color_override(&"font_color", get_global_setting(&'font_color', name_label_custom_color) as Color)
else:
name_label.add_theme_color_override(&"font_color", name_label_custom_color)
name_label.use_character_color = name_label_use_character_color
var name_label_panel: PanelContainer = %NameLabelPanel
if ResourceLoader.exists(name_label_box_panel):
name_label_panel.add_theme_stylebox_override(&'panel', load(name_label_box_panel) as StyleBox)
else:
name_label_panel.add_theme_stylebox_override(&'panel', load(this_folder.path_join("vn_textbox_name_label_panel.tres")) as StyleBox)
if name_label_box_use_global_color:
name_label_panel.self_modulate = get_global_setting(&'bg_color', name_label_box_modulate)
else:
name_label_panel.self_modulate = name_label_box_modulate
var dialog_text_panel: PanelContainer = %DialogTextPanel
name_label_panel.position = name_label_box_offset+Vector2(0, -40)
name_label_panel.position -= Vector2(
dialog_text_panel.get_theme_stylebox(&'panel', &'PanelContainer').content_margin_left,
dialog_text_panel.get_theme_stylebox(&'panel', &'PanelContainer').content_margin_top)
name_label_panel.anchor_left = name_label_alignment/2.0
name_label_panel.anchor_right = name_label_alignment/2.0
name_label_panel.grow_horizontal = [1, 2, 0][name_label_alignment]
## Applies all text settings to the scene.
func _apply_text_settings() -> void:
var dialog_text: DialogicNode_DialogText = %DialogicNode_DialogText
dialog_text.alignment = text_alignment as DialogicNode_DialogText.Alignment
if text_use_global_size:
text_size = get_global_setting(&'font_size', text_size)
dialog_text.add_theme_font_size_override(&"normal_font_size", text_size)
dialog_text.add_theme_font_size_override(&"bold_font_size", text_size)
dialog_text.add_theme_font_size_override(&"italics_font_size", text_size)
dialog_text.add_theme_font_size_override(&"bold_italics_font_size", text_size)
if text_use_global_color:
dialog_text.add_theme_color_override(&"default_color", get_global_setting(&'font_color', text_custom_color) as Color)
else:
dialog_text.add_theme_color_override(&"default_color", text_custom_color)
if text_use_global_font and get_global_setting(&'font', false):
dialog_text.add_theme_font_override(&"normal_font", load(get_global_setting(&'font', '') as String) as Font)
elif !normal_font.is_empty():
dialog_text.add_theme_font_override(&"normal_font", load(normal_font) as Font)
if !bold_font.is_empty():
dialog_text.add_theme_font_override(&"bold_font", load(bold_font) as Font)
if !italics_font.is_empty():
dialog_text.add_theme_font_override(&"italics_font", load(italics_font) as Font)
if !bold_italics_font.is_empty():
dialog_text.add_theme_font_override(&"bold_italics_font", load(bold_italics_font) as Font)
## Applies all indicator settings to the scene.
func _apply_indicator_settings() -> void:
var next_indicator: DialogicNode_NextIndicator = %NextIndicator
next_indicator.enabled = next_indicator_enabled
if next_indicator_enabled:
next_indicator.animation = next_indicator_animation as DialogicNode_NextIndicator.Animations
if ResourceLoader.exists(next_indicator_texture):
next_indicator.texture = load(next_indicator_texture)
next_indicator.show_on_questions = next_indicator_show_on_questions
next_indicator.show_on_autoadvance = next_indicator_show_on_autoadvance
next_indicator.texture_size = next_indicator_size
## Applies all sound settings to the scene.
func _apply_sounds_settings() -> void:
var type_sounds: DialogicNode_TypeSounds = %DialogicNode_TypeSounds
type_sounds.enabled = typing_sounds_enabled
type_sounds.mode = typing_sounds_mode
if not typing_sounds_sounds_folder.is_empty():
type_sounds.sounds = DialogicNode_TypeSounds.load_sounds_from_path(typing_sounds_sounds_folder)
else:
type_sounds.sounds.clear()
if not typing_sounds_end_sound.is_empty():
type_sounds.end_sound = load(typing_sounds_end_sound)
else:
type_sounds.end_sound = null
type_sounds.play_every_character = typing_sounds_every_nths_character
type_sounds.base_pitch = typing_sounds_pitch
type_sounds.base_volume = typing_sounds_volume
type_sounds.pitch_variance = typing_sounds_pitch_variance
type_sounds.volume_variance = typing_sounds_volume_variance
type_sounds.ignore_characters = typing_sounds_ignore_characters