in-world ui textboxes
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+58
-10
@@ -1,6 +1,10 @@
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class_name VNTextbox extends PanelContainer
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class_name ChatBox extends PanelContainer
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const VN_REVEAL_TIME = 0.01
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const _DEFAULT_ANCHOR_TOP = 1.0
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const _DEFAULT_ANCHOR_RIGHT = 1.0
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const _DEFAULT_ANCHOR_BOTTOM = 1.0
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const _DEFAULT_OFFSET_TOP = -58.0
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var label:AdvancedRichText;
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var parsedOutText = ""
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@@ -12,6 +16,7 @@ var currentViewScrolled = true;
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var isSpeedupDown = false;
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var hasLetGoOfInteract:bool = true;
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var worldTarget:Node3D = null
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var isClosed:bool = false:
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get():
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@@ -19,20 +24,63 @@ var isClosed:bool = false:
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set(value):
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self.visible = !value;
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signal textboxClosing
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signal chatboxClosing
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func _ready() -> void:
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label = $MarginContainer/Label
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isClosed = true
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func _setWorldLayout(hasTarget:bool) -> void:
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if hasTarget:
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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offset_left = 0.0
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offset_top = 0.0
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offset_right = 0.0
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offset_bottom = 0.0
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custom_minimum_size = Vector2(90, 0)
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else:
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if label != null:
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label.fit_content = false
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anchor_left = 0.0
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anchor_top = _DEFAULT_ANCHOR_TOP
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anchor_right = _DEFAULT_ANCHOR_RIGHT
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anchor_bottom = _DEFAULT_ANCHOR_BOTTOM
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offset_left = 0.0
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offset_top = _DEFAULT_OFFSET_TOP
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offset_right = 0.0
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offset_bottom = 0.0
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custom_minimum_size = Vector2.ZERO
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func _updateWorldPosition() -> void:
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if worldTarget == null:
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return
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var camera:Camera3D = get_viewport().get_camera_3d()
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if camera == null:
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return
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var screenPos:Vector2 = camera.unproject_position(worldTarget.global_position + Vector3(0, 2.5, 0))
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var viewportSize:Vector2 = get_viewport().get_visible_rect().size
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position = screenPos - size * 0.5
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position.x = clamp(position.x, 0.0, viewportSize.x - size.x)
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position.y = clamp(position.y, 0.0, viewportSize.y - size.y)
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func _process(delta: float) -> void:
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if isClosed:
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return;
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_updateWorldPosition()
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# _recalcText always resets fit_content to false; re-apply so the
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# PanelContainer can grow to its content height in world-space mode.
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if worldTarget != null and !label.fit_content:
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label.fit_content = true
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if label.getFinalText() == "":
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isClosed = true;
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return;
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if Input.is_action_just_released("interact") && !hasLetGoOfInteract:
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hasLetGoOfInteract = true;
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return
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@@ -51,7 +99,7 @@ func _process(delta: float) -> void:
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else:
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# On last page
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if Input.is_action_just_released("interact") && hasLetGoOfInteract:
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textboxClosing.emit();
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chatboxClosing.emit();
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isClosed = true;
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currentViewScrolled = true
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return;
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@@ -73,15 +121,15 @@ func _process(delta: float) -> void:
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revealTimer = 0;
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label.visible_characters += 1;
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func setText(text:String) -> void:
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# Prepare textbox for scrolling
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func setText(text:String, target:Node3D = null) -> void:
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worldTarget = target
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_setWorldLayout(worldTarget != null)
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# Resets scroll
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revealTimer = 0;
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currentViewScrolled = false;
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label.startLine = 0;
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# I had a frame wait here before.
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label.text = text;
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label.visible_characters = 0;
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@@ -90,7 +138,7 @@ func setText(text:String) -> void:
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isSpeedupDown = false
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isClosed = false;
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func setTextAndWait(text:String) -> void:
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self.setText(text);
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await self.textboxClosing
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func setTextAndWait(text:String, target:Node3D = null) -> void:
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self.setText(text, target);
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await self.chatboxClosing
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await get_tree().process_frame
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