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@@ -1,8 +1,178 @@
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[gd_scene load_steps=9 format=3 uid="uid://73jm5qjy52vq"]
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[ext_resource type="Script" path="res://addons/dialogue_manager/example_balloon/example_balloon.gd" id="1_36de5"]
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[ext_resource type="PackedScene" uid="uid://ckvgyvclnwggo" path="res://addons/dialogue_manager/dialogue_label.tscn" id="2_a8ve6"]
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[ext_resource type="Script" path="res://addons/dialogue_manager/dialogue_reponses_menu.gd" id="3_72ixx"]
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[sub_resource type="GDScript" id="GDScript_i0vys"]
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script/source = "class_name DialogueManagerExampleBalloon extends CanvasLayer
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## A basic dialogue balloon for use with Dialogue Manager.
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## The action to use for advancing the dialogue
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@export var next_action: StringName = &\"ui_accept\"
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## The action to use to skip typing the dialogue
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@export var skip_action: StringName = &\"ui_cancel\"
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## The dialogue resource
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var resource: DialogueResource
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## Temporary game states
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var temporary_game_states: Array = []
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## See if we are waiting for the player
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var is_waiting_for_input: bool = false
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## See if we are running a long mutation and should hide the balloon
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var will_hide_balloon: bool = false
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## A dictionary to store any ephemeral variables
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var locals: Dictionary = {}
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var _locale: String = TranslationServer.get_locale()
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## The current line
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var dialogue_line: DialogueLine:
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set(next_dialogue_line):
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is_waiting_for_input = false
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balloon.focus_mode = Control.FOCUS_ALL
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balloon.grab_focus()
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# The dialogue has finished so close the balloon
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if not next_dialogue_line:
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queue_free()
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return
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# If the node isn't ready yet then none of the labels will be ready yet either
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if not is_node_ready():
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await ready
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dialogue_line = next_dialogue_line
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character_label.visible = not dialogue_line.character.is_empty()
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character_label.text = tr(dialogue_line.character, \"dialogue\")
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dialogue_label.hide()
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dialogue_label.dialogue_line = dialogue_line
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responses_menu.hide()
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responses_menu.set_responses(dialogue_line.responses)
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# Show our balloon
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balloon.show()
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will_hide_balloon = false
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dialogue_label.show()
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if not dialogue_line.text.is_empty():
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dialogue_label.type_out()
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await dialogue_label.finished_typing
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# Wait for input
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if dialogue_line.responses.size() > 0:
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balloon.focus_mode = Control.FOCUS_NONE
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responses_menu.show()
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elif dialogue_line.time != \"\":
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var time = dialogue_line.text.length() * 0.02 if dialogue_line.time == \"auto\" else dialogue_line.time.to_float()
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await get_tree().create_timer(time).timeout
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next(dialogue_line.next_id)
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else:
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is_waiting_for_input = true
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balloon.focus_mode = Control.FOCUS_ALL
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balloon.grab_focus()
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get:
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return dialogue_line
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## The base balloon anchor
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@onready var balloon: Control = %Balloon
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## The label showing the name of the currently speaking character
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@onready var character_label: RichTextLabel = %CharacterLabel
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## The label showing the currently spoken dialogue
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@onready var dialogue_label: DialogueLabel = %DialogueLabel
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## The menu of responses
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@onready var responses_menu: DialogueResponsesMenu = %ResponsesMenu
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func _ready() -> void:
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balloon.hide()
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Engine.get_singleton(\"DialogueManager\").mutated.connect(_on_mutated)
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# If the responses menu doesn't have a next action set, use this one
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if responses_menu.next_action.is_empty():
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responses_menu.next_action = next_action
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func _unhandled_input(_event: InputEvent) -> void:
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# Only the balloon is allowed to handle input while it's showing
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get_viewport().set_input_as_handled()
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func _notification(what: int) -> void:
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## Detect a change of locale and update the current dialogue line to show the new language
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if what == NOTIFICATION_TRANSLATION_CHANGED and _locale != TranslationServer.get_locale() and is_instance_valid(dialogue_label):
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_locale = TranslationServer.get_locale()
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var visible_ratio = dialogue_label.visible_ratio
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self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
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if visible_ratio < 1:
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dialogue_label.skip_typing()
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## Start some dialogue
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func start(dialogue_resource: DialogueResource, title: String, extra_game_states: Array = []) -> void:
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if not is_node_ready():
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await ready
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temporary_game_states = [self] + extra_game_states
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is_waiting_for_input = false
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resource = dialogue_resource
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self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
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## Go to the next line
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func next(next_id: String) -> void:
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self.dialogue_line = await resource.get_next_dialogue_line(next_id, temporary_game_states)
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#region Signals
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func _on_mutated(_mutation: Dictionary) -> void:
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is_waiting_for_input = false
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will_hide_balloon = true
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get_tree().create_timer(0.1).timeout.connect(func():
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if will_hide_balloon:
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will_hide_balloon = false
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balloon.hide()
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)
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func _on_balloon_gui_input(event: InputEvent) -> void:
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# See if we need to skip typing of the dialogue
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if dialogue_label.is_typing:
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var mouse_was_clicked: bool = event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.is_pressed()
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var skip_button_was_pressed: bool = event.is_action_pressed(skip_action)
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if mouse_was_clicked or skip_button_was_pressed:
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get_viewport().set_input_as_handled()
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dialogue_label.skip_typing()
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return
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if not is_waiting_for_input: return
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if dialogue_line.responses.size() > 0: return
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# When there are no response options the balloon itself is the clickable thing
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get_viewport().set_input_as_handled()
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if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
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next(dialogue_line.next_id)
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elif event.is_action_pressed(next_action) and get_viewport().gui_get_focus_owner() == balloon:
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next(dialogue_line.next_id)
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func _on_responses_menu_response_selected(response: DialogueResponse) -> void:
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next(response.next_id)
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#endregion
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"
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_spyqn"]
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bg_color = Color(0, 0, 0, 1)
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@@ -63,9 +233,154 @@ MarginContainer/constants/margin_right = 30
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MarginContainer/constants/margin_top = 15
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Panel/styles/panel = SubResource("StyleBoxFlat_uy0d5")
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[sub_resource type="GDScript" id="GDScript_v0j00"]
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script/source = "@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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## 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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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 = String(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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get_menu_items()[0].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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## [b]DEPRECATED[/b]. Do not use.
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func set_responses(next_responses: Array) -> void:
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self.responses = next_responses
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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_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_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_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_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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"
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[node name="ExampleBalloon" type="CanvasLayer"]
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layer = 100
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script = ExtResource("1_36de5")
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script = SubResource("GDScript_i0vys")
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[node name="Balloon" type="Control" parent="."]
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unique_name_in_owner = true
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@@ -132,7 +447,7 @@ unique_name_in_owner = true
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layout_mode = 2
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size_flags_vertical = 8
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theme_override_constants/separation = 2
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script = ExtResource("3_72ixx")
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script = SubResource("GDScript_v0j00")
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response_template = NodePath("ResponseExample")
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[node name="ResponseExample" type="Button" parent="Balloon/Responses/ResponsesMenu"]
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@@ -140,4 +455,3 @@ layout_mode = 2
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text = "Response example"
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[connection signal="gui_input" from="Balloon" to="." method="_on_balloon_gui_input"]
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[connection signal="response_selected" from="Balloon/Responses/ResponsesMenu" to="." method="_on_responses_menu_response_selected"]
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