Files
Dawn-Godot/ui/component/VNTextbox.gd
T
2026-06-12 09:08:13 -05:00

145 lines
4.0 KiB
GDScript

class_name ChatBox extends PanelContainer
const VN_REVEAL_TIME = 0.01
const _DEFAULT_ANCHOR_TOP = 1.0
const _DEFAULT_ANCHOR_RIGHT = 1.0
const _DEFAULT_ANCHOR_BOTTOM = 1.0
const _DEFAULT_OFFSET_TOP = -58.0
var label:AdvancedRichText;
var parsedOutText = ""
var revealTimer:float = 0;
var lineStarts:Array[int] = [];
var newlineIndexes:Array[int] = [];
var currentViewScrolled = true;
var isSpeedupDown = false;
var hasLetGoOfInteract:bool = true;
var worldTarget:Node3D = null
var isClosed:bool = false:
get():
return !self.visible;
set(value):
self.visible = !value;
signal chatboxClosing
func _ready() -> void:
label = $MarginContainer/Label
isClosed = true
func _setWorldLayout(hasTarget:bool) -> void:
if hasTarget:
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 0.0
offset_top = 0.0
offset_right = 0.0
offset_bottom = 0.0
custom_minimum_size = Vector2(90, 0)
else:
if label != null:
label.fit_content = false
anchor_left = 0.0
anchor_top = _DEFAULT_ANCHOR_TOP
anchor_right = _DEFAULT_ANCHOR_RIGHT
anchor_bottom = _DEFAULT_ANCHOR_BOTTOM
offset_left = 0.0
offset_top = _DEFAULT_OFFSET_TOP
offset_right = 0.0
offset_bottom = 0.0
custom_minimum_size = Vector2.ZERO
func _updateWorldPosition() -> void:
if worldTarget == null:
return
var camera:Camera3D = get_viewport().get_camera_3d()
if camera == null:
return
var screenPos:Vector2 = camera.unproject_position(worldTarget.global_position + Vector3(0, 2.5, 0))
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)
func _process(delta: float) -> void:
if isClosed:
return;
_updateWorldPosition()
# _recalcText always resets fit_content to false; re-apply so the
# PanelContainer can grow to its content height in world-space mode.
if worldTarget != null and !label.fit_content:
label.fit_content = true
if label.getFinalText() == "":
isClosed = true;
return;
if Input.is_action_just_released("interact") && !hasLetGoOfInteract:
hasLetGoOfInteract = true;
return
# Have we finished displaying the current page?
if label.visible_characters >= label.getCharactersDisplayedCount():
# Not finished displaying current page
if (label.maxLines + label.startLine) < label.getTotalLineCount():
if Input.is_action_just_pressed("interact") && hasLetGoOfInteract:
label.startLine += label.maxLines;
label.visible_characters = 0;
currentViewScrolled = false;
return
currentViewScrolled = true;
else:
# On last page
if Input.is_action_just_released("interact") && hasLetGoOfInteract:
chatboxClosing.emit();
isClosed = true;
currentViewScrolled = true
return;
# This prevents the game trying to advance if the player is still holding
# down interact.
if Input.is_action_just_pressed("interact") && hasLetGoOfInteract:
isSpeedupDown = true;
elif Input.is_action_just_released("interact") && hasLetGoOfInteract:
isSpeedupDown = false;
elif !Input.is_action_pressed("interact") && hasLetGoOfInteract:
isSpeedupDown = false;
revealTimer += delta;
if isSpeedupDown:
revealTimer += delta;
if revealTimer > VN_REVEAL_TIME:
revealTimer = 0;
label.visible_characters += 1;
func setText(text:String, target:Node3D = null) -> void:
worldTarget = target
_setWorldLayout(worldTarget != null)
# Resets scroll
revealTimer = 0;
currentViewScrolled = false;
label.startLine = 0;
label.text = text;
label.visible_characters = 0;
# Resets speedup and advancing
hasLetGoOfInteract = !Input.is_action_pressed("interact");
isSpeedupDown = false
isClosed = false;
func setTextAndWait(text:String, target:Node3D = null) -> void:
self.setText(text, target);
await self.chatboxClosing
await get_tree().process_frame