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frog/addons/dialogic/Modules/Core/subsystem_input.gd
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2026-09-03 09:43:13 +02:00

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GDScript

extends DialogicSubsystem
## Subsystem that handles input, Auto-Advance, and skipping.
##
## This subsystem can be accessed via GDScript: `Dialogic.Inputs`.
## Emitted when [method handle_input] is activated.
## You can listen to this and set [member action_was_consumed] to `true`
## to use the input and stop dialogic from using it further.
signal dialogic_action_priority
## Emittedn when [method handle_input] is activated and the action hasn't been consumed by something else.
## Used by various subsystems to advance the timeline.
signal dialogic_action
## Whenever the Auto-Skip timer finishes, this signal is emitted.
## Configure Auto-Skip settings via [member auto_skip].
signal autoskip_timer_finished
const _SETTING_INPUT_ACTION := "dialogic/text/input_action"
const _SETTING_INPUT_ACTION_DEFAULT := "dialogic_default_action"
## When this timer is running, input is blocked. Use ith with [method block_input].
var input_block_timer := Timer.new()
var _auto_skip_timer_left: float = 0.0
## Set this method when reacting to [signal dialogic_action_priority] if you want to stop further actions.
var action_was_consumed := false
## Will be `true` if the input currently handled (while you are
## reacting to [signal dialogic_action] or [signal dialogic_priority_action])
## was generated by a mouse button. Will be reset at the end of [method handle_action].
var input_was_mouse_input := false
## The [DialogicAutoSkip] object used.
var auto_skip: DialogicAutoSkip = null
## The [DialogicAutoAdvance] object used.
var auto_advance: DialogicAutoAdvance = null
## The [DialogicManualAdvance] object used.
var manual_advance: DialogicManualAdvance = null
@export_group("State")
@export var manual_advance_info := {
DialogicManualAdvance.ENABLED_STATE_KEY: true,
DialogicManualAdvance.DISABLED_UNTIL_NEXT_EVENT_STATE_KEY: false}
#region SUBSYSTEM METHODS
################################################################################
func _clear_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
if not is_node_ready():
await ready
manual_advance.disabled_until_next_event = false
manual_advance.system_enabled = true
func _pause() -> void:
auto_advance.autoadvance_timer.paused = true
input_block_timer.paused = true
set_process(false)
func _resume() -> void:
auto_advance.autoadvance_timer.paused = false
input_block_timer.paused = false
var is_autoskip_timer_done := _auto_skip_timer_left > 0.0
set_process(not is_autoskip_timer_done)
func _post_install() -> void:
auto_skip = DialogicAutoSkip.new()
auto_advance = DialogicAutoAdvance.new()
manual_advance = DialogicManualAdvance.new()
dialogic.Settings.connect_to_change("autoadvance_delay_modifier", auto_advance._update_autoadvance_delay_modifier)
auto_skip.toggled.connect(_on_autoskip_toggled)
auto_skip._init()
add_child(input_block_timer)
input_block_timer.one_shot = true
#endregion
#region MAIN METHODS
################################################################################
## This method is called when the dialogic action is called.
## You can call it yourself if you want to simulate a click. [br][br]
## It won't do anything if dialogic is paused or the input is currently blocked by a previous call to [method block_input]. [br][br]
## This method will emit the signals [signal dialogic_priority_action] and then
## [signal dialogic_action] if [member action_was_consumed] has not been set
## to `true` inbetween.
func handle_input() -> void:
if dialogic.paused or is_input_blocked():
return
if not action_was_consumed:
# We want to stop auto-advancing that cancels on user inputs.
if (auto_advance.is_enabled()
and auto_advance.enabled_until_user_input):
auto_advance.enabled_until_user_input = false
action_was_consumed = true
# We want to stop auto-skipping if it's enabled, we are listening
# to user inputs, and it's not instant skipping.
if (auto_skip.disable_on_user_input
and auto_skip.enabled):
auto_skip.enabled = false
action_was_consumed = true
dialogic_action_priority.emit()
if action_was_consumed:
action_was_consumed = false
return
dialogic_action.emit()
input_was_mouse_input = false
## All non mouse based input is handled in here.
## Mouse based input is handled by the InputCatcher and Textbox nodes calling [method handle_node_gui_input].
## Calls [method handle_input].
func _unhandled_input(event:InputEvent) -> void:
if is_input_pressed(event, true):
if event is InputEventMouse or event is InputEventScreenTouch:
return
input_was_mouse_input = false
handle_input()
## Input is used for all mouse based inputs.
## If any DialogicInputNode is present this won't do anything (because that node handles MouseInput then).
func _input(event:InputEvent) -> void:
if is_input_pressed(event):
if not event is InputEventMouse:
return
if get_tree().get_nodes_in_group("dialogic_input").any(func(node):return node.is_visible_in_tree()):
return
input_was_mouse_input = true
handle_input()
## Used to quickly check whether the event is the input action that is setup.
func is_input_pressed(event: InputEvent, exact := false) -> bool:
var action: String = ProjectSettings.get_setting(_SETTING_INPUT_ACTION, _SETTING_INPUT_ACTION_DEFAULT)
return (event is InputEventAction and event.action == action) or Input.is_action_just_pressed(action, exact)
## This is called from the `_gui_input` of the InputCatcher and DialogText nodes.
## Calls [method handle_input].
func handle_node_gui_input(event:InputEvent) -> void:
if Input.is_action_just_pressed(ProjectSettings.get_setting(_SETTING_INPUT_ACTION, _SETTING_INPUT_ACTION_DEFAULT)):
if event is InputEventMouseButton and event.pressed:
input_was_mouse_input = true
handle_input()
## Returns true if a previous call to [method block_input] is still active.
func is_input_blocked() -> bool:
return input_block_timer.time_left > 0.0 and not auto_skip.enabled
## Blocks input for the given time. Dialogic does this at certain moments automatically,
## e.g. for a few milliseconds after text finishes revealing.
## You can call this yourself as well.
func block_input(time:=0.1) -> void:
if time > 0:
input_block_timer.wait_time = max(time, input_block_timer.time_left)
input_block_timer.start()
func _ready() -> void:
# We use the process method to count down the auto-start_autoskip_timer timer.
set_process(false)
## Stops all timers of the subsystem. Used by the Text subsystem.
func stop_timers() -> void:
auto_advance.autoadvance_timer.stop()
input_block_timer.stop()
_auto_skip_timer_left = 0.0
#endregion
#region AUTO-SKIP
################################################################################
## This method will advance the timeline based on Auto-Skip settings.
## The state, whether Auto-Skip is enabled, is ignored.
func start_autoskip_timer() -> void:
_auto_skip_timer_left = auto_skip.time_per_event
set_process(true)
await autoskip_timer_finished
## If Auto-Skip disables, we want to stop the timer.
func _on_autoskip_toggled(enabled: bool) -> void:
if not enabled:
_auto_skip_timer_left = 0.0
## Handles fine-grained Auto-Skip logic.
## The [method _process] method allows for a more precise timer than the
## [Timer] class.
func _process(delta: float) -> void:
if _auto_skip_timer_left > 0:
_auto_skip_timer_left -= delta
if _auto_skip_timer_left <= 0:
autoskip_timer_finished.emit()
else:
autoskip_timer_finished.emit()
set_process(false)
#endregion
#region TEXT EFFECTS
################################################################################
## The input effect (`[input]`) stops the text until a dialogic input is recieved.
## On the surface this seems similar to [n+] but it works quite differently.
func effect_input(_text_node:Control, skipped:bool, _argument:String) -> void:
if skipped:
return
dialogic.Text.show_next_indicators()
await dialogic.Inputs.dialogic_action_priority
dialogic.Text.hide_next_indicators()
dialogic.Inputs.action_was_consumed = true
## The noskip effect (`[ns]`) disables skipping and manual advance for one event and enables autoadvance for one event.
## An argument can be given to control the timing of the autoadvance.
func effect_noskip(text_node:Control, skipped:bool, argument:String) -> void:
dialogic.Text.set_text_reveal_skippable(false, true)
manual_advance.disabled_until_next_event = true
effect_autoadvance(text_node, skipped, argument)
## The no reveal skip effect (`[nrs]`) disables reveal skipping for one event.
func effect_norevealskip(_text_node:Control, _skipped:bool, _argument:String) -> void:
dialogic.Text.set_text_reveal_skippable(false, true)
## The autoadvance effect (`[aa]` enables autoadvance for one event (while still allowing manual advance and skipping).
## An argument can be given to control the delay of the autoadvance.
## If the argument ends with `?` the effect will not enable auto-advance and only set the delay for an already enable auto advance.
func effect_autoadvance(_text_node: Control, _skipped:bool, argument:String) -> void:
if argument.ends_with("?"):
argument = argument.trim_suffix("?")
else:
auto_advance.enabled_until_next_event = true
if argument.is_valid_float():
auto_advance.override_delay_for_current_event = float(argument)
#endregion