Rename flag NO_HUD to NO_UI (code) (#432)

This commit is contained in:
Julian Murgia
2021-11-11 22:46:00 +01:00
committed by GitHub
parent 023dc211de
commit e4bc9ecccf
4 changed files with 17 additions and 17 deletions

View File

@@ -173,7 +173,7 @@ func _test_event_flags() -> bool:
var esc = """
:test | TK
:test2 | TK NO_TT
:test3 | TK NO_TT NO_HUD
:test3 | TK NO_TT NO_UI
"""
var script = escoria.esc_compiler.compile(esc.split("\n"))
@@ -197,7 +197,7 @@ func _test_event_flags() -> bool:
assert(subject.name == "test3")
assert(subject.flags & ESCEvent.FLAG_TK != 0)
assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
assert(subject.flags & ESCEvent.FLAG_NO_HUD != 0)
assert(subject.flags & ESCEvent.FLAG_NO_UI != 0)
return true

View File

@@ -13,7 +13,7 @@ class_name ESCEvent
# Regex identifying an ESC event
const REGEX = \
'^:(?<name>[^|]+)( \\|\\s*(?<flags>( ' + \
'(TK|NO_TT|NO_HUD|NO_SAVE)' + \
'(TK|NO_TT|NO_UI|NO_SAVE)' + \
')+))?$'
@@ -23,15 +23,15 @@ const REGEX = \
# * NO_TT: stands for "No tooltip". It hides the tooltip for the duration of
# the event. Probably not very useful, because events having multiple
# say commands in them are automatically hidden.
# * NO_HUD: stands for "No HUD". It hides the HUD for the duration of the
# event. Useful when you want something to look like a cut scene but not
# * NO_UI: stands for "No User Inteface". It hides the UI for the duration of
#  the event. Useful when you want something to look like a cut scene but not
# disable input for skipping dialog.
# * NO_SAVE: disables saving. Use this in cut scenes and anywhere a
# badly-timed autosave would leave your game in a messed-up state.
enum {
FLAG_TK = 1,
FLAG_NO_TT = 2,
FLAG_NO_HUD = 4,
FLAG_NO_UI = 4,
FLAG_NO_SAVE = 8
}
@@ -62,8 +62,8 @@ func _init(event_string: String):
self.flags |= FLAG_TK
if "NO_TT" in _flags:
self.flags |= FLAG_NO_TT
if "NO_HUD" in _flags:
self.flags |= FLAG_NO_HUD
if "NO_UI" in _flags:
self.flags |= FLAG_NO_UI
if "NO_SAVE" in _flags:
self.flags |= FLAG_NO_SAVE
else:

View File

@@ -150,17 +150,17 @@ func perform_inputevent_on_object(
"_on_no_tooltip_event_finished"
)
if event_flags & ESCEvent.FLAG_NO_HUD and \
if event_flags & ESCEvent.FLAG_NO_UI and \
not escoria.event_manager.is_connected(
"event_finished",
self,
"_on_no_hud_event_finished"
"_on_no_ui_event_finished"
):
escoria.main.current_scene.game.hide_ui()
escoria.event_manager.connect(
"event_finished",
self,
"_on_no_hud_event_finished"
"_on_no_ui_event_finished"
)
if event_flags & ESCEvent.FLAG_NO_SAVE and \
@@ -314,23 +314,23 @@ func _on_no_tooltip_event_finished(_return_code: int, _event_name: String):
)
# Called when an event having "NO_HUD" flag is finished.
# Called when an event having "NO_UI" flag is finished.
#
# ## Parameters
#
# - _return_code: The ESCExecution return code sent by the events manager.
# - _event_name: the name of the event
func _on_no_hud_event_finished(_return_code: int, _event_name: String):
func _on_no_ui_event_finished(_return_code: int, _event_name: String):
escoria.main.current_scene.game.show_ui()
if escoria.event_manager.is_connected(
"event_finished",
self,
"_on_no_hud_event_finished"
"_on_no_ui_event_finished"
):
escoria.event_manager.disconnect(
"event_finished",
self,
"_on_no_hud_event_finished"
"_on_no_ui_event_finished"
)