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imnotsick/addons/dialogue_manager/example_balloon/example_balloon.tscn
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2026-01-07 12:47:48 +01:00

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[gd_scene load_steps=9 format=3 uid="uid://73jm5qjy52vq"]
[ext_resource type="PackedScene" uid="uid://ckvgyvclnwggo" path="res://addons/dialogue_manager/dialogue_label.tscn" id="2_a8ve6"]
[sub_resource type="GDScript" id="GDScript_i0vys"]
script/source = "class_name DialogueManagerExampleBalloon extends CanvasLayer
## A basic dialogue balloon for use with Dialogue Manager.
## The action to use for advancing the dialogue
@export var next_action: StringName = &\"ui_accept\"
## The action to use to skip typing the dialogue
@export var skip_action: StringName = &\"ui_cancel\"
## The dialogue resource
var resource: DialogueResource
## Temporary game states
var temporary_game_states: Array = []
## See if we are waiting for the player
var is_waiting_for_input: bool = false
## See if we are running a long mutation and should hide the balloon
var will_hide_balloon: bool = false
## A dictionary to store any ephemeral variables
var locals: Dictionary = {}
var _locale: String = TranslationServer.get_locale()
## The current line
var dialogue_line: DialogueLine:
set(next_dialogue_line):
is_waiting_for_input = false
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
# The dialogue has finished so close the balloon
if not next_dialogue_line:
queue_free()
return
# If the node isn't ready yet then none of the labels will be ready yet either
if not is_node_ready():
await ready
dialogue_line = next_dialogue_line
character_label.visible = not dialogue_line.character.is_empty()
character_label.text = tr(dialogue_line.character, \"dialogue\")
dialogue_label.hide()
dialogue_label.dialogue_line = dialogue_line
responses_menu.hide()
responses_menu.set_responses(dialogue_line.responses)
# Show our balloon
balloon.show()
will_hide_balloon = false
dialogue_label.show()
if not dialogue_line.text.is_empty():
dialogue_label.type_out()
await dialogue_label.finished_typing
# Wait for input
if dialogue_line.responses.size() > 0:
balloon.focus_mode = Control.FOCUS_NONE
responses_menu.show()
elif dialogue_line.time != \"\":
var time = dialogue_line.text.length() * 0.02 if dialogue_line.time == \"auto\" else dialogue_line.time.to_float()
await get_tree().create_timer(time).timeout
next(dialogue_line.next_id)
else:
is_waiting_for_input = true
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
get:
return dialogue_line
## The base balloon anchor
@onready var balloon: Control = %Balloon
## The label showing the name of the currently speaking character
@onready var character_label: RichTextLabel = %CharacterLabel
## The label showing the currently spoken dialogue
@onready var dialogue_label: DialogueLabel = %DialogueLabel
## The menu of responses
@onready var responses_menu: DialogueResponsesMenu = %ResponsesMenu
func _ready() -> void:
balloon.hide()
Engine.get_singleton(\"DialogueManager\").mutated.connect(_on_mutated)
# If the responses menu doesn't have a next action set, use this one
if responses_menu.next_action.is_empty():
responses_menu.next_action = next_action
func _unhandled_input(_event: InputEvent) -> void:
# Only the balloon is allowed to handle input while it's showing
get_viewport().set_input_as_handled()
func _notification(what: int) -> void:
## Detect a change of locale and update the current dialogue line to show the new language
if what == NOTIFICATION_TRANSLATION_CHANGED and _locale != TranslationServer.get_locale() and is_instance_valid(dialogue_label):
_locale = TranslationServer.get_locale()
var visible_ratio = dialogue_label.visible_ratio
self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
if visible_ratio < 1:
dialogue_label.skip_typing()
## Start some dialogue
func start(dialogue_resource: DialogueResource, title: String, extra_game_states: Array = []) -> void:
if not is_node_ready():
await ready
temporary_game_states = [self] + extra_game_states
is_waiting_for_input = false
resource = dialogue_resource
self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
## Go to the next line
func next(next_id: String) -> void:
self.dialogue_line = await resource.get_next_dialogue_line(next_id, temporary_game_states)
#region Signals
func _on_mutated(_mutation: Dictionary) -> void:
is_waiting_for_input = false
will_hide_balloon = true
get_tree().create_timer(0.1).timeout.connect(func():
if will_hide_balloon:
will_hide_balloon = false
balloon.hide()
)
func _on_balloon_gui_input(event: InputEvent) -> void:
# See if we need to skip typing of the dialogue
if dialogue_label.is_typing:
var mouse_was_clicked: bool = event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.is_pressed()
var skip_button_was_pressed: bool = event.is_action_pressed(skip_action)
if mouse_was_clicked or skip_button_was_pressed:
get_viewport().set_input_as_handled()
dialogue_label.skip_typing()
return
if not is_waiting_for_input: return
if dialogue_line.responses.size() > 0: return
# When there are no response options the balloon itself is the clickable thing
get_viewport().set_input_as_handled()
if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
next(dialogue_line.next_id)
elif event.is_action_pressed(next_action) and get_viewport().gui_get_focus_owner() == balloon:
next(dialogue_line.next_id)
func _on_responses_menu_response_selected(response: DialogueResponse) -> void:
next(response.next_id)
#endregion
"
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_spyqn"]
bg_color = Color(0, 0, 0, 1)
border_width_left = 3
border_width_top = 3
border_width_right = 3
border_width_bottom = 3
border_color = Color(0.329412, 0.329412, 0.329412, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ri4m3"]
bg_color = Color(0.121569, 0.121569, 0.121569, 1)
border_width_left = 3
border_width_top = 3
border_width_right = 3
border_width_bottom = 3
border_color = Color(1, 1, 1, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_e0njw"]
bg_color = Color(0, 0, 0, 1)
border_width_left = 3
border_width_top = 3
border_width_right = 3
border_width_bottom = 3
border_color = Color(0.6, 0.6, 0.6, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_uy0d5"]
bg_color = Color(0, 0, 0, 1)
border_width_left = 3
border_width_top = 3
border_width_right = 3
border_width_bottom = 3
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[sub_resource type="Theme" id="Theme_qq3yp"]
default_font_size = 20
Button/styles/disabled = SubResource("StyleBoxFlat_spyqn")
Button/styles/focus = SubResource("StyleBoxFlat_ri4m3")
Button/styles/hover = SubResource("StyleBoxFlat_e0njw")
Button/styles/normal = SubResource("StyleBoxFlat_e0njw")
MarginContainer/constants/margin_bottom = 15
MarginContainer/constants/margin_left = 30
MarginContainer/constants/margin_right = 30
MarginContainer/constants/margin_top = 15
Panel/styles/panel = SubResource("StyleBoxFlat_uy0d5")
[sub_resource type="GDScript" id="GDScript_v0j00"]
script/source = "@icon(\"./assets/responses_menu.svg\")
## A [Container] for dialogue responses provided by [b]Dialogue Manager[/b].
class_name DialogueResponsesMenu extends Container
## Emitted when a response is selected.
signal response_selected(response)
## Optionally specify a control to duplicate for each response
@export var response_template: Control
## The action for accepting a response (is possibly overridden by parent dialogue balloon).
@export var next_action: StringName = &\"\"
## The list of dialogue responses.
var responses: Array = []:
get:
return responses
set(value):
responses = value
# Remove any current items
for item in get_children():
if item == response_template: continue
remove_child(item)
item.queue_free()
# Add new items
if responses.size() > 0:
for response in responses:
var item: Control
if is_instance_valid(response_template):
item = response_template.duplicate(DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_SIGNALS)
item.show()
else:
item = Button.new()
item.name = \"Response%d\" % get_child_count()
if not response.is_allowed:
item.name = String(item.name) + \"Disallowed\"
item.disabled = true
# If the item has a response property then use that
if \"response\" in item:
item.response = response
# Otherwise assume we can just set the text
else:
item.text = response.text
item.set_meta(\"response\", response)
add_child(item)
_configure_focus()
func _ready() -> void:
visibility_changed.connect(func():
if visible and get_menu_items().size() > 0:
get_menu_items()[0].grab_focus()
)
if is_instance_valid(response_template):
response_template.hide()
## Get the selectable items in the menu.
func get_menu_items() -> Array:
var items: Array = []
for child in get_children():
if not child.visible: continue
if \"Disallowed\" in child.name: continue
items.append(child)
return items
## [b]DEPRECATED[/b]. Do not use.
func set_responses(next_responses: Array) -> void:
self.responses = next_responses
#region Internal
# Prepare the menu for keyboard and mouse navigation.
func _configure_focus() -> void:
var items = get_menu_items()
for i in items.size():
var item: Control = items[i]
item.focus_mode = Control.FOCUS_ALL
item.focus_neighbor_left = item.get_path()
item.focus_neighbor_right = item.get_path()
if i == 0:
item.focus_neighbor_top = item.get_path()
item.focus_previous = item.get_path()
else:
item.focus_neighbor_top = items[i - 1].get_path()
item.focus_previous = items[i - 1].get_path()
if i == items.size() - 1:
item.focus_neighbor_bottom = item.get_path()
item.focus_next = item.get_path()
else:
item.focus_neighbor_bottom = items[i + 1].get_path()
item.focus_next = items[i + 1].get_path()
item.mouse_entered.connect(_on_response_mouse_entered.bind(item))
item.gui_input.connect(_on_response_gui_input.bind(item, item.get_meta(\"response\")))
items[0].grab_focus()
#endregion
#region Signals
func _on_response_mouse_entered(item: Control) -> void:
if \"Disallowed\" in item.name: return
item.grab_focus()
func _on_response_gui_input(event: InputEvent, item: Control, response) -> void:
if \"Disallowed\" in item.name: return
if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
get_viewport().set_input_as_handled()
response_selected.emit(response)
elif event.is_action_pressed(&\"ui_accept\" if next_action.is_empty() else next_action) and item in get_menu_items():
get_viewport().set_input_as_handled()
response_selected.emit(response)
#endregion
"
[node name="ExampleBalloon" type="CanvasLayer"]
layer = 100
script = SubResource("GDScript_i0vys")
[node name="Balloon" type="Control" parent="."]
unique_name_in_owner = true
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme = SubResource("Theme_qq3yp")
[node name="Panel" type="Panel" parent="Balloon"]
clip_children = 2
layout_mode = 0
offset_left = 10.0
offset_top = 820.0
offset_right = 1260.0
offset_bottom = 1070.0
mouse_filter = 1
[node name="Dialogue" type="MarginContainer" parent="Balloon/Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="VBoxContainer" type="VBoxContainer" parent="Balloon/Panel/Dialogue"]
layout_mode = 2
[node name="CharacterLabel" type="RichTextLabel" parent="Balloon/Panel/Dialogue/VBoxContainer"]
unique_name_in_owner = true
modulate = Color(1, 1, 1, 0.501961)
layout_mode = 2
mouse_filter = 1
bbcode_enabled = true
text = "Character"
fit_content = true
scroll_active = false
[node name="DialogueLabel" parent="Balloon/Panel/Dialogue/VBoxContainer" instance=ExtResource("2_a8ve6")]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
text = "Dialogue..."
[node name="Responses" type="MarginContainer" parent="Balloon"]
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -147.0
offset_top = -558.0
offset_right = 494.0
offset_bottom = -154.0
grow_horizontal = 2
grow_vertical = 0
[node name="ResponsesMenu" type="VBoxContainer" parent="Balloon/Responses" node_paths=PackedStringArray("response_template")]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 8
theme_override_constants/separation = 2
script = SubResource("GDScript_v0j00")
response_template = NodePath("ResponseExample")
[node name="ResponseExample" type="Button" parent="Balloon/Responses/ResponsesMenu"]
layout_mode = 2
text = "Response example"
[connection signal="gui_input" from="Balloon" to="." method="_on_balloon_gui_input"]