feat: Several fixes and optimizations (#467)

Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
Dennis Ploeger
2021-11-27 20:10:16 +01:00
committed by GitHub
parent 09446c794f
commit 47fe4df841
13 changed files with 397 additions and 312 deletions

View File

@@ -24,7 +24,7 @@ const COMPARISON_DESCRIPTION = [
"Checking if %s %s %s equals %s",
"Checking if %s %s %s greater than %s",
"Checking if %s %s %s less than %s",
"Checking if %s is %s active%s"
"Checking if %s %s %s active%s"
]
@@ -96,7 +96,7 @@ func _init(comparison_string: String):
# Run this comparison against the globals
func run() -> bool:
var global_name = self.flag
escoria.logger.debug(
COMPARISON_DESCRIPTION[self.comparison] % [
"inventory item" if self.inventory else "global value",
@@ -130,7 +130,7 @@ func run() -> bool:
self.comparison_value:
return_value = true
elif self.comparison == COMPARISON_ACTIVITY and \
escoria.object_manager.has_object(global_name) and \
escoria.object_manager.has(global_name) and \
escoria.object_manager.get_object(global_name).active:
return_value = true

View File

@@ -91,9 +91,9 @@ func stop():
# - name: The animation name to play
# - backwards: Play backwards
func play(name: String, backwards: bool = false):
if _is_animation_player:
if _is_animation_player and _animation_player.current_animation != "":
_animation_player.seek(0)
else:
elif not _is_animation_player:
_animated_sprite.frame = 0
_current_animation = name
if backwards and _is_animation_player:

View File

@@ -34,7 +34,7 @@ func perform_walk(
if destination.node is ESCLocation:
target_position = destination.node.global_position
else:
target_position = destination.node.interact_position
target_position = destination.node.get_interact_position()
var walk_context = ESCWalkContext.new(
destination,
@@ -127,7 +127,7 @@ func perform_inputevent_on_object(
var player_global_pos = escoria.main.current_scene.player.global_position
var clicked_position = event.position
if not player_global_pos == destination_position:
if not player_global_pos.is_equal_approx(destination_position):
dont_interact = true
# If no interaction should happen after player has arrived, leave

View File

@@ -256,34 +256,6 @@ func show_ui():
pass
# Function is called if Project setting escoria/ui/tooltip_follows_mouse = true
#
# #### Parameters
#
# - p_position: Position of the mouse
func update_tooltip_following_mouse_position(p_position: Vector2):
var corrected_position = p_position
# clamp TOP
if tooltip_node.tooltip_distance_to_edge_top(p_position) <= mouse_tooltip_margin:
corrected_position.y = mouse_tooltip_margin
# clamp BOTTOM
if tooltip_node.tooltip_distance_to_edge_bottom(p_position + tooltip_node.rect_size) <= mouse_tooltip_margin:
corrected_position.y = escoria.game_size.y - mouse_tooltip_margin - tooltip_node.rect_size.y
# clamp LEFT
if tooltip_node.tooltip_distance_to_edge_left(p_position - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = mouse_tooltip_margin
# clamp RIGHT
if tooltip_node.tooltip_distance_to_edge_right(p_position + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = escoria.game_size.x - mouse_tooltip_margin - tooltip_node.rect_size.x
tooltip_node.anchor_right = 0.2
tooltip_node.rect_position = corrected_position + tooltip_node.offset_from_cursor
# Set the Editor debug mode
func _set_editor_debug_mode(p_editor_debug_mode: int) -> void:
editor_debug_mode = p_editor_debug_mode

View File

@@ -299,10 +299,13 @@ func _unhandled_input(event: InputEvent) -> void:
if mouse_in_shape:
if event.doubleclick and event.button_index == BUTTON_LEFT:
emit_signal("mouse_double_left_clicked_item", self, event)
get_tree().set_input_as_handled()
elif event.button_index == BUTTON_LEFT:
emit_signal("mouse_left_clicked_item", self, event)
get_tree().set_input_as_handled()
elif event.button_index == BUTTON_RIGHT:
emit_signal("mouse_right_clicked_item", self, event)
get_tree().set_input_as_handled()
# Return the animation player node

View File

@@ -1,4 +1,5 @@
# The escoria main script
tool
extends Node
# Signal sent when pause menu has to be displayed
@@ -310,12 +311,6 @@ func _input(event):
if event.is_action_pressed("ui_cancel"):
emit_signal("request_pause_menu")
if ProjectSettings.get_setting("escoria/ui/tooltip_follows_mouse"):
if escoria.main.current_scene and escoria.main.current_scene.game:
if event is InputEventMouseMotion:
escoria.main.current_scene.game. \
update_tooltip_following_mouse_position(event.position)
# Pauses or unpause the game
#
@@ -349,6 +344,110 @@ func run_event_from_script(script: ESCScript, event_name: String):
[]
)
return
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
func register_setting(name: String, default, info: Dictionary):
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)
# Register a user interface. This should be called in a deferred way
# from the addon's _enter_tree.
#
# #### Parameters
# - game_scene: Path to the game scene extending ESCGame
func register_ui(game_scene: String):
if not ProjectSettings.get_setting("escoria/ui/game_scene") in [
"",
game_scene
]:
logger.report_errors(
"escoria.gd:register_ui()",
[
"Can't register user interface because %s is registered" % \
ProjectSettings.get_setting("escoria/ui/game_scene")
]
)
ProjectSettings.set_setting(
"escoria/ui/game_scene",
game_scene
)
# Deregister a user interface
#
# #### Parameters
# - game_scene: Path to the game scene extending ESCGame
func deregister_ui(game_scene: String):
if ProjectSettings.get_setting("escoria/ui/game_scene") != game_scene:
logger.report_errors(
"escoria.gd:deregister_ui()",
[
(
"Can't deregister user interface %s because it " +
"is not registered."
) % ProjectSettings.get_setting("escoria/ui/game_scene")
]
)
ProjectSettings.set_setting(
"escoria/ui/game_scene",
""
)
# Register a dialog manager addon. This should be called in a deferred way
# from the addon's _enter_tree.
#
# #### Parameters
# - manager_class: Path to the manager class script
func register_dialog_manager(manager_class: String):
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
if manager_class in dialog_managers:
return
dialog_managers.push_back(manager_class)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
# Deregister a dialog manager addon
#
# #### Parameters
# - manager_class: Path to the manager class script
func deregister_dialog_manager(manager_class: String):
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
if not manager_class in dialog_managers:
logger.report_warnings(
"escoria.gd:deregister_dialog_manager()",
[
"Dialog manager %s is not registered" % manager_class
]
)
return
dialog_managers.erase(manager_class)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
# Function called to quit the game.

View File

@@ -2,21 +2,31 @@
tool
extends EditorPlugin
# Autoloads to instantiate
const autoloads = {
"escoria": "res://addons/escoria-core/game/escoria.tscn",
}
# Setup Escoria
func _enter_tree():
for key in autoloads.keys():
add_autoload_singleton(key, autoloads[key])
add_autoload_singleton(
"escoria",
"res://addons/escoria-core/game/escoria.tscn"
)
# Add input actions in InputMap
InputMap.add_action("switch_action_verb")
InputMap.add_action("esc_show_debug_prompt")
# Define standard settings
ProjectSettings.set_setting(
"application/run/main_scene",
"res://addons/escoria-core/game/main_scene.tscn"
)
ProjectSettings.set_setting(
"audio/default_bus_layout",
"res://addons/escoria-core/default_bus_layout.tres"
)
func _ready():
# Prepare settings
set_escoria_main_settings()
set_escoria_debug_settings()
@@ -27,14 +37,7 @@ func _enter_tree():
# Prepare the settings in the Escoria UI category
func set_escoria_ui_settings():
ProjectSettings.set_setting(
"audio/default_bus_layout",
"res://addons/escoria-core/default_bus_layout.tres"
)
if !ProjectSettings.has_setting("escoria/ui/tooltip_follows_mouse"):
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true)
_register_setting(
escoria.register_setting(
"escoria/ui/default_dialog_type",
"",
{
@@ -42,62 +45,58 @@ func set_escoria_ui_settings():
}
)
if !ProjectSettings.has_setting("escoria/ui/game_scene"):
ProjectSettings.set_setting("escoria/ui/game_scene", "")
var game_scene_property_info = {
escoria.register_setting(
"escoria/ui/game_scene",
"",
{
"name": "escoria/ui/game_scene",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.tscn, *.scn"
}
ProjectSettings.add_property_info(game_scene_property_info)
if !ProjectSettings.has_setting("escoria/ui/items_autoregister_path"):
ProjectSettings.set_setting(
"escoria/ui/items_autoregister_path",
"res://game/items/escitems/"
)
var game_scene_property_info = {
)
escoria.register_setting(
"escoria/ui/items_autoregister_path",
"res://game/items/escitems/",
{
"name": "escoria/ui/items_autoregister_path",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
ProjectSettings.add_property_info(game_scene_property_info)
)
if !ProjectSettings.has_setting("escoria/ui/default_transition"):
ProjectSettings.set_setting(
"escoria/ui/default_transition",
"curtain"
)
ProjectSettings.add_property_info({
escoria.register_setting(
"escoria/ui/default_transition",
"curtain",
{
"name": "escoria/ui/default_transition",
"type": TYPE_STRING
})
if !ProjectSettings.has_setting("escoria/ui/transition_paths"):
ProjectSettings.set_setting(
"escoria/ui/transition_paths",
[
"res://addons/escoria-core/game/scenes/transitions/shaders/"
]
)
ProjectSettings.add_property_info({
}
)
escoria.register_setting(
"escoria/ui/transition_paths",
[
"res://addons/escoria-core/game/scenes/transitions/shaders/"
],
{
"name": "escoria/ui/transition_paths",
"type": TYPE_STRING_ARRAY,
"hint": PROPERTY_HINT_DIR
})
if !ProjectSettings.has_setting("escoria/ui/inventory_item_size"):
ProjectSettings.set_setting(
"escoria/ui/inventory_item_size",
Vector2(72, 72)
)
ProjectSettings.add_property_info({
}
)
escoria.register_setting(
"escoria/ui/inventory_item_size",
Vector2(72, 72),
{
"name": "escoria/ui/inventory_item_size",
"type": TYPE_VECTOR2
})
}
)
_register_setting(
escoria.register_setting(
"escoria/ui/dialog_managers",
[],
{
@@ -107,196 +106,195 @@ func set_escoria_ui_settings():
# Prepare the settings in the Escoria main category
func set_escoria_main_settings():
if !ProjectSettings.has_setting("escoria/main/game_version"):
ProjectSettings.set_setting("escoria/main/game_version", "")
var game_version_property_info = {
"name": "escoria/main/game_version",
escoria.register_setting(
"escoria/main/game_version",
"",
{
"type": TYPE_STRING
}
ProjectSettings.add_property_info(game_version_property_info)
)
if !ProjectSettings.has_setting("escoria/main/game_start_script"):
ProjectSettings.set_setting("escoria/main/game_start_script", "")
var game_start_script_property_info = {
"name": "escoria/main/game_start_script",
escoria.register_setting(
"escoria/main/game_start_script",
"",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.esc"
}
ProjectSettings.add_property_info(game_start_script_property_info)
)
if !ProjectSettings.has_setting("escoria/main/force_quit"):
ProjectSettings.set_setting("escoria/main/force_quit", true)
var force_quit_property_info = {
"name": "escoria/main/force_quit",
escoria.register_setting(
"escoria/main/force_quit",
true,
{
"type": TYPE_BOOL
}
ProjectSettings.add_property_info(force_quit_property_info)
)
ProjectSettings.set_setting("application/run/main_scene", "res://addons/escoria-core/game/main_scene.tscn")
if not ProjectSettings.has_setting("escoria/main/command_directories"):
ProjectSettings.set_setting("escoria/main/command_directories", [
escoria.register_setting(
"escoria/main/command_directories",
[
"res://addons/escoria-core/game/core-scripts/esc/commands"
])
ProjectSettings.add_property_info({
"name": "escoria/main/command_directories",
],
{
"type": TYPE_ARRAY,
})
if !ProjectSettings.has_setting("escoria/main/text_lang"):
ProjectSettings.set_setting("escoria/main/text_lang", TranslationServer.get_locale())
var text_lang_property_info = {
"name": "escoria/main/text_lang",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_NONE
}
ProjectSettings.add_property_info(text_lang_property_info)
if !ProjectSettings.has_setting("escoria/main/voice_lang"):
ProjectSettings.set_setting("escoria/main/voice_lang", TranslationServer.get_locale())
var voice_lang_property_info = {
"name": "escoria/main/voice_lang",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_NONE
}
ProjectSettings.add_property_info(voice_lang_property_info)
if !ProjectSettings.has_setting("escoria/main/savegames_path"):
ProjectSettings.set_setting(
"escoria/main/savegames_path",
"user://saves/"
)
var savegames_path_property_info = {
"name": "escoria/main/savegames_path",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
ProjectSettings.add_property_info(savegames_path_property_info)
)
if !ProjectSettings.has_setting("escoria/main/settings_path"):
ProjectSettings.set_setting(
"escoria/main/settings_path",
"user://"
)
var settings_path_property_info = {
"name": "escoria/main/settings_path",
escoria.register_setting(
"escoria/main/text_lang",
TranslationServer.get_locale(),
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_NONE
}
)
escoria.register_setting(
"escoria/main/voice_lang",
TranslationServer.get_locale(),
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_NONE
}
)
escoria.register_setting(
"escoria/main/savegames_path",
"user://saves/",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
ProjectSettings.add_property_info(settings_path_property_info)
)
escoria.register_setting(
"escoria/main/settings_path",
"user://",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
# Prepare the settings in the Escoria debug category
func set_escoria_debug_settings():
if !ProjectSettings.has_setting("escoria/debug/terminate_on_warnings"):
ProjectSettings.set_setting("escoria/debug/terminate_on_warnings", false)
escoria.register_setting(
"escoria/debug/terminate_on_warnings",
false,
{
"type": TYPE_BOOL
}
)
if !ProjectSettings.has_setting("escoria/debug/terminate_on_errors"):
ProjectSettings.set_setting("escoria/debug/terminate_on_errors", true)
escoria.register_setting(
"escoria/debug/terminate_on_errors",
true,
{
"type": TYPE_BOOL
}
)
# Main language the game is developed in. Useful for translation management
if !ProjectSettings.has_setting("escoria/debug/development_lang"):
ProjectSettings.set_setting("escoria/debug/development_lang", "en")
# Assure log level preference
if not ProjectSettings.has_setting("escoria/debug/log_level"):
ProjectSettings.set_setting("escoria/debug/log_level", "ERROR")
var property_info = {
"name": "escoria/debug/log_level",
escoria.register_setting(
"escoria/debug/development_lang",
"en",
{
"type": TYPE_STRING
}
)
escoria.register_setting(
"escoria/debug/log_level",
"ERROR",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "ERROR,WARNING,INFO,DEBUG"
}
ProjectSettings.add_property_info(property_info)
)
# Define output log file path
if not ProjectSettings.has_setting("escoria/debug/log_file_path"):
ProjectSettings.set_setting("escoria/debug/log_file_path", "user://")
var property_info = {
"name": "escoria/debug/log_file_path",
escoria.register_setting(
"escoria/debug/log_file_path",
"user://",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
ProjectSettings.add_property_info(property_info)
)
# Define crash message
if not ProjectSettings.has_setting("escoria/debug/crash_message"):
ProjectSettings.set_setting(
"escoria/debug/crash_message",
"We're sorry, but the game crashed. Please send us the " +
"following files:\n\n%s"
)
var property_info = {
"name": "escoria/debug/crash_message",
escoria.register_setting(
"escoria/debug/crash_message",
"We're sorry, but the game crashed. Please send us the " +
"following files:\n\n%s",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_MULTILINE_TEXT
}
ProjectSettings.add_property_info(property_info)
)
# Room selector preference
if not ProjectSettings.has_setting("escoria/debug/enable_room_selector"):
ProjectSettings.set_setting("escoria/debug/enable_room_selector", false)
var property_info = {
"name": "escoria/debug/enable_room_selector",
escoria.register_setting(
"escoria/debug/enable_room_selector",
false,
{
"type": TYPE_BOOL
}
ProjectSettings.add_property_info(property_info)
if not ProjectSettings.has_setting("escoria/debug/room_selector_room_dir"):
ProjectSettings.set_setting("escoria/debug/room_selector_room_dir", "")
var property_info = {
"name": "escoria/debug/room_selector_room_dir",
)
escoria.register_setting(
"escoria/debug/room_selector_room_dir",
"",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
ProjectSettings.add_property_info(property_info)
)
# Prepare the settings in the Escoria sound settings
func set_escoria_sound_settings():
if !ProjectSettings.has_setting("escoria/sound/master_volume"):
ProjectSettings.set_setting("escoria/sound/master_volume", 1)
var master_data_property_info = {
"name": "escoria/sound/master_volume",
escoria.register_setting(
"escoria/sound/master_volume",
1,
{
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
ProjectSettings.add_property_info(master_data_property_info)
if !ProjectSettings.has_setting("escoria/sound/music_volume"):
ProjectSettings.set_setting("escoria/sound/music_volume", 1)
var music_data_property_info = {
"name": "escoria/sound/music_volume",
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
ProjectSettings.add_property_info(music_data_property_info)
if !ProjectSettings.has_setting("escoria/sound/sfx_volume"):
ProjectSettings.set_setting("escoria/sound/sfx_volume", 1)
var sound_data_property_info = {
"name": "escoria/sound/sfx_volume",
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
ProjectSettings.add_property_info(sound_data_property_info)
)
if !ProjectSettings.has_setting("escoria/sound/speech_volume"):
ProjectSettings.set_setting("escoria/sound/speech_volume", 1)
var speech_data_property_info = {
"name": "escoria/sound/speech_volume",
escoria.register_setting(
"escoria/sound/music_volume",
1,
{
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
ProjectSettings.add_property_info(speech_data_property_info)
)
_register_setting(
escoria.register_setting(
"escoria/sound/sfx_volume",
1,
{
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
)
escoria.register_setting(
"escoria/sound/speech_volume",
1,
{
"type": TYPE_INT,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
)
escoria.register_setting(
"escoria/sound/speech_enabled",
1,
{
@@ -304,7 +302,7 @@ func set_escoria_sound_settings():
}
)
_register_setting(
escoria.register_setting(
"escoria/sound/speech_folder",
"res://speech",
{
@@ -313,7 +311,7 @@ func set_escoria_sound_settings():
}
)
_register_setting(
escoria.register_setting(
"escoria/sound/speech_extension",
"ogg",
{
@@ -322,23 +320,6 @@ func set_escoria_sound_settings():
)
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
func _register_setting(name: String, default, info: Dictionary):
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)
# Prepare the settings in the Escoria platform category and may need special
# setting per build
func set_escoria_platform_settings():
@@ -346,18 +327,26 @@ func set_escoria_platform_settings():
# scenes.
# If set to true, all generic scenes (UI, inventory, etc) will be loaded
# as any other scene.
if !ProjectSettings.has_setting("escoria/platform/skip_cache"):
ProjectSettings.set_setting("escoria/platform/skip_cache", false)
if !ProjectSettings.has_setting("escoria/platform/skip_cache.mobile"):
ProjectSettings.set_setting("escoria/platform/skip_cache.mobile", true)
escoria.register_setting(
"escoria/platform/skip_cache",
false,
{
"type": TYPE_BOOL
}
)
escoria.register_setting(
"escoria/platform/skip_cache.mobile",
true,
{
"type": "TYPE_BOOL"
}
)
# Uninstall plugin
func _exit_tree():
for key in autoloads.keys():
if ProjectSettings.has_setting(key):
remove_autoload_singleton(key)
remove_autoload_singleton("escoria")
InputMap.erase_action("switch_action_verb")
InputMap.erase_action("esc_show_debug_prompt")

View File

@@ -3,31 +3,30 @@ tool
extends EditorPlugin
var _escoria
const MANAGER_CLASS="res://addons/escoria-dialog-simple/esc_dialog_simple.gd"
func _init() -> void:
_escoria = preload("res://addons/escoria-core/game/escoria.tscn")\
.instance()
# Register ourselves after setup
func _enter_tree() -> void:
func _ready() -> void:
call_deferred("_register")
# Unregister ourselves
func _exit_tree() -> void:
_unregister()
_escoria.deregister_dialog_manager(MANAGER_CLASS)
# Add ourselves to the list of dialog managers
func _register():
_unregister()
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
dialog_managers.push_back(MANAGER_CLASS)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
_register_setting(
_escoria.register_dialog_manager(MANAGER_CLASS)
_escoria.register_setting(
"escoria/dialog_simple/avatars_path",
"",
{
@@ -36,7 +35,7 @@ func _register():
}
)
_register_setting(
_escoria.register_setting(
"escoria/dialog_simple/text_speed_per_character",
0.1,
{
@@ -44,7 +43,7 @@ func _register():
}
)
_register_setting(
_escoria.register_setting(
"escoria/dialog_simple/fast_text_speed_per_character",
0.25,
{
@@ -52,41 +51,10 @@ func _register():
}
)
_register_setting(
_escoria.register_setting(
"escoria/dialog_simple/max_time_to_disappear",
1.0,
{
"type": TYPE_REAL
}
)
# Remove ourselves from the list of dialog managers
func _unregister():
var dialog_managers = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
dialog_managers.erase(MANAGER_CLASS)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
func _register_setting(name: String, default, info: Dictionary):
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)

View File

@@ -45,7 +45,6 @@ onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
/InventoryMargin/inventory_ui
func _enter_tree():
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", false)
escoria.action_manager.connect(
"action_finished",
self,
@@ -70,6 +69,7 @@ func _exit_tree():
self,
"_on_action_finished"
)
## BACKGROUND ##

View File

@@ -3,7 +3,16 @@ tool
extends EditorPlugin
# Setup Escoria
func _enter_tree():
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", false)
ProjectSettings.set_setting("escoria/ui/game_scene", "res://addons/escoria-ui-9verbs/game.tscn")
# Register UI
func _enter_tree() -> void:
call_deferred("_register")
# Deregister UI
func _exit_tree() -> void:
escoria.deregister_ui("res://addons/escoria-ui-9verbs/game.tscn")
# Register UI with Escoria
func _register():
escoria.register_ui("res://addons/escoria-ui-9verbs/game.tscn")

View File

@@ -36,7 +36,6 @@ Implement methods to react to inputs.
"""
func _enter_tree():
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true)
escoria.action_manager.connect(
"action_finished",
self,
@@ -60,6 +59,14 @@ func _exit_tree():
self,
"_on_action_finished"
)
func _input(event: InputEvent) -> void:
if escoria.main.current_scene and escoria.main.current_scene.game:
if event is InputEventMouseMotion:
escoria.main.current_scene.game. \
update_tooltip_following_mouse_position(event.position)
## BACKGROUND ##
@@ -202,6 +209,34 @@ func pause_game():
escoria.main.current_scene.hide()
# Update the tooltip
#
# #### Parameters
#
# - p_position: Position of the mouse
func update_tooltip_following_mouse_position(p_position: Vector2):
var corrected_position = p_position
# clamp TOP
if tooltip_node.tooltip_distance_to_edge_top(p_position) <= mouse_tooltip_margin:
corrected_position.y = mouse_tooltip_margin
# clamp BOTTOM
if tooltip_node.tooltip_distance_to_edge_bottom(p_position + tooltip_node.rect_size) <= mouse_tooltip_margin:
corrected_position.y = escoria.game_size.y - mouse_tooltip_margin - tooltip_node.rect_size.y
# clamp LEFT
if tooltip_node.tooltip_distance_to_edge_left(p_position - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = mouse_tooltip_margin
# clamp RIGHT
if tooltip_node.tooltip_distance_to_edge_right(p_position + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = escoria.game_size.x - mouse_tooltip_margin - tooltip_node.rect_size.x
tooltip_node.anchor_right = 0.2
tooltip_node.rect_position = corrected_position + tooltip_node.offset_from_cursor
func _on_action_finished():
$mouse_layer/verbs_menu.clear_tool_texture()
$mouse_layer/verbs_menu.iterate_actions_cursor(0)

View File

@@ -3,7 +3,16 @@ tool
extends EditorPlugin
# Setup Escoria
# Register UI
func _enter_tree():
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true)
ProjectSettings.set_setting("escoria/ui/game_scene", "res://addons/escoria-ui-simplemouse/game.tscn")
call_deferred("_register")
# Deregister UI
func _exit_tree() -> void:
escoria.deregister_ui("res://addons/escoria-ui-simplemouse/game.tscn")
# Register UI with Escoria
func _register():
escoria.register_ui("res://addons/escoria-ui-simplemouse/game.tscn")

View File

@@ -731,6 +731,7 @@ debug/crash_message="We're sorry, but the game crashed. Please send us the follo
%s"
ui/default_dialog_scene="res://addons/escoria-core/ui_library/dialogs/floating_dialog_player.tscn"
esc/command_paths=[ "res://addons/escoria-core/game/core-scripts/esc/commands" ]
[input]