Files
Dawn-Godot/ui/component/DialogueChoiceBox.gd

117 lines
3.5 KiB
GDScript

class_name DialogueChoiceBox extends PanelContainer
const SCENE:PackedScene = preload("res://ui/component/DialogueChoiceBox.tscn")
const MAX_WIDTH:float = 120.0
signal chosen(response:DialogueResponse)
var _responses:Array[DialogueResponse] = []
var _entity:Entity = null
var _selectedIndex:int = 0
var _hasLetGoOfInteract:bool = true
@onready var _list:VBoxContainer = $VBoxContainer/List
func _ready() -> void:
size.x = MAX_WIDTH
visible = false
func setup(responses:Array[DialogueResponse], entity:Entity) -> void:
_entity = entity
_responses = responses.filter(func(r): return r.is_allowed)
_selectedIndex = 0
_hasLetGoOfInteract = !Input.is_action_pressed("interact")
for child in _list.get_children():
child.queue_free()
var innerWidth:float = _labelWidth()
var sep:int = _list.get_theme_constant("separation")
var totalHeight:float = 0.0
for i in range(_responses.size()):
var label:Label = Label.new()
label.text = _responses[i].text
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
label.focus_mode = Control.FOCUS_ALL
_list.add_child(label)
label.size.x = innerWidth
totalHeight += label.get_minimum_size().y
if i > 0:
totalHeight += sep
var idx:int = i
label.focus_entered.connect(func(): _onFocused(idx))
# Prevent focus escaping the list at the edges
var count:int = _list.get_child_count()
for i in range(count):
var label:Label = _list.get_child(i)
label.focus_neighbor_top = _list.get_child(max(0, i - 1)).get_path()
label.focus_neighbor_bottom = _list.get_child(min(count - 1, i + 1)).get_path()
var style:StyleBox = get_theme_stylebox("panel")
if style:
totalHeight += style.get_margin(SIDE_TOP) + style.get_margin(SIDE_BOTTOM)
size = Vector2(MAX_WIDTH, totalHeight)
_updateWorldPosition()
visible = true
_updateSelection()
_list.get_child(0).grab_focus()
func _labelWidth() -> float:
var style:StyleBox = get_theme_stylebox("panel")
if style == null:
return MAX_WIDTH
return MAX_WIDTH - style.get_margin(SIDE_LEFT) - style.get_margin(SIDE_RIGHT)
func _process(_delta:float) -> void:
if not visible:
return
_updateWorldPosition()
func _input(event:InputEvent) -> void:
if not visible:
return
if event.is_action_released("interact"):
_hasLetGoOfInteract = true
return
if event.is_action_pressed("interact") and _hasLetGoOfInteract:
_confirm()
get_viewport().set_input_as_handled()
func _onFocused(idx:int) -> void:
_selectedIndex = idx
_updateSelection()
func _confirm() -> void:
if not visible:
return
visible = false
chosen.emit(_responses[_selectedIndex])
queue_free()
func _updateSelection() -> void:
var children:Array = _list.get_children()
for i in children.size():
var label:Label = children[i]
if i == _selectedIndex:
label.text = "" + _responses[i].text
label.add_theme_color_override("font_color", Color.YELLOW)
else:
label.text = _responses[i].text
label.remove_theme_color_override("font_color")
func _updateWorldPosition() -> void:
if _entity == null:
return
var camera:Camera3D = get_viewport().get_camera_3d()
if camera == null:
return
var worldPos:Vector3 = _entity.global_position + Vector3(0, 2.5, 0)
var screenPos:Vector2 = camera.unproject_position(worldPos)
var viewportSize:Vector2 = get_viewport().get_visible_rect().size
position = screenPos - size * 0.5
position.x = clamp(position.x, 0.0, viewportSize.x - size.x)
position.y = clamp(position.y, 0.0, viewportSize.y - size.y)