Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling
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147
addons/dialogue_manager/dialogue_responses_menu.gd
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147
addons/dialogue_manager/dialogue_responses_menu.gd
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@icon("./assets/responses_menu.svg")
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## A [Container] for dialogue responses provided by [b]Dialogue Manager[/b].
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class_name DialogueResponsesMenu extends Container
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## Emitted when a response is selected.
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signal response_selected(response)
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## Optionally specify a control to duplicate for each response
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@export var response_template: Control
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## The action for accepting a response (is possibly overridden by parent dialogue balloon).
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@export var next_action: StringName = &""
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## Hide any responses where [code]is_allowed[/code] is false
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@export var hide_failed_responses: bool = false
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## The list of dialogue responses.
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var responses: Array = []:
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get:
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return responses
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set(value):
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responses = value
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# Remove any current items
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for item in get_children():
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if item == response_template: continue
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remove_child(item)
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item.queue_free()
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# Add new items
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if responses.size() > 0:
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for response in responses:
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if hide_failed_responses and not response.is_allowed: continue
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var item: Control
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if is_instance_valid(response_template):
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item = response_template.duplicate(DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_SIGNALS)
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item.show()
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else:
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item = Button.new()
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item.name = "Response%d" % get_child_count()
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if not response.is_allowed:
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item.name = item.name + &"Disallowed"
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item.disabled = true
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# If the item has a response property then use that
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if "response" in item:
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item.response = response
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# Otherwise assume we can just set the text
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else:
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item.text = response.text
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item.set_meta("response", response)
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add_child(item)
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_configure_focus()
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func _ready() -> void:
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visibility_changed.connect(func():
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if visible and get_menu_items().size() > 0:
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var first_item: Control = get_menu_items()[0]
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if first_item.is_inside_tree():
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first_item.grab_focus()
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)
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if is_instance_valid(response_template):
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response_template.hide()
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## Get the selectable items in the menu.
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func get_menu_items() -> Array:
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var items: Array = []
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for child in get_children():
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if not child.visible: continue
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if "Disallowed" in child.name: continue
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items.append(child)
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return items
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#region Internal
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# Prepare the menu for keyboard and mouse navigation.
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func _configure_focus() -> void:
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var items = get_menu_items()
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for i in items.size():
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var item: Control = items[i]
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item.focus_mode = Control.FOCUS_ALL
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item.focus_neighbor_left = item.get_path()
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item.focus_neighbor_right = item.get_path()
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if i == 0:
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item.focus_neighbor_top = item.get_path()
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item.focus_neighbor_left = item.get_path()
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item.focus_previous = item.get_path()
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else:
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item.focus_neighbor_top = items[i - 1].get_path()
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item.focus_neighbor_left = items[i - 1].get_path()
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item.focus_previous = items[i - 1].get_path()
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if i == items.size() - 1:
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item.focus_neighbor_bottom = item.get_path()
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item.focus_neighbor_right = item.get_path()
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item.focus_next = item.get_path()
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else:
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item.focus_neighbor_bottom = items[i + 1].get_path()
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item.focus_neighbor_right = items[i + 1].get_path()
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item.focus_next = items[i + 1].get_path()
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item.mouse_entered.connect(_on_response_mouse_entered.bind(item))
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item.gui_input.connect(_on_response_gui_input.bind(item, item.get_meta("response")))
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items[0].grab_focus()
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#endregion
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#region Signals
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func _on_response_mouse_entered(item: Control) -> void:
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if "Disallowed" in item.name: return
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item.grab_focus()
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func _on_response_gui_input(event: InputEvent, item: Control, response) -> void:
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if "Disallowed" in item.name: return
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if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
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get_viewport().set_input_as_handled()
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response_selected.emit(response)
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elif event.is_action_pressed(&"ui_accept" if next_action.is_empty() else next_action) and item in get_menu_items():
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get_viewport().set_input_as_handled()
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response_selected.emit(response)
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#endregion
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