Rename flag NO_HUD to NO_UI (code) (#432)
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@@ -173,7 +173,7 @@ func _test_event_flags() -> bool:
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var esc = """
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:test | TK
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:test2 | TK NO_TT
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:test3 | TK NO_TT NO_HUD
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:test3 | TK NO_TT NO_UI
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"""
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var script = escoria.esc_compiler.compile(esc.split("\n"))
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@@ -197,7 +197,7 @@ func _test_event_flags() -> bool:
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assert(subject.name == "test3")
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assert(subject.flags & ESCEvent.FLAG_TK != 0)
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assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
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assert(subject.flags & ESCEvent.FLAG_NO_HUD != 0)
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assert(subject.flags & ESCEvent.FLAG_NO_UI != 0)
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return true
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@@ -13,7 +13,7 @@ class_name ESCEvent
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# Regex identifying an ESC event
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const REGEX = \
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'^:(?<name>[^|]+)( \\|\\s*(?<flags>( ' + \
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'(TK|NO_TT|NO_HUD|NO_SAVE)' + \
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'(TK|NO_TT|NO_UI|NO_SAVE)' + \
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')+))?$'
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@@ -23,15 +23,15 @@ const REGEX = \
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# * NO_TT: stands for "No tooltip". It hides the tooltip for the duration of
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# the event. Probably not very useful, because events having multiple
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# say commands in them are automatically hidden.
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# * NO_HUD: stands for "No HUD". It hides the HUD for the duration of the
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# event. Useful when you want something to look like a cut scene but not
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# * NO_UI: stands for "No User Inteface". It hides the UI for the duration of
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# the event. Useful when you want something to look like a cut scene but not
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# disable input for skipping dialog.
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# * NO_SAVE: disables saving. Use this in cut scenes and anywhere a
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# badly-timed autosave would leave your game in a messed-up state.
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enum {
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FLAG_TK = 1,
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FLAG_NO_TT = 2,
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FLAG_NO_HUD = 4,
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FLAG_NO_UI = 4,
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FLAG_NO_SAVE = 8
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}
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@@ -62,8 +62,8 @@ func _init(event_string: String):
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self.flags |= FLAG_TK
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if "NO_TT" in _flags:
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self.flags |= FLAG_NO_TT
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if "NO_HUD" in _flags:
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self.flags |= FLAG_NO_HUD
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if "NO_UI" in _flags:
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self.flags |= FLAG_NO_UI
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if "NO_SAVE" in _flags:
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self.flags |= FLAG_NO_SAVE
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else:
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@@ -150,17 +150,17 @@ func perform_inputevent_on_object(
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"_on_no_tooltip_event_finished"
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)
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if event_flags & ESCEvent.FLAG_NO_HUD and \
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if event_flags & ESCEvent.FLAG_NO_UI and \
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not escoria.event_manager.is_connected(
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"event_finished",
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self,
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"_on_no_hud_event_finished"
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"_on_no_ui_event_finished"
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):
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escoria.main.current_scene.game.hide_ui()
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escoria.event_manager.connect(
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"event_finished",
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self,
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"_on_no_hud_event_finished"
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"_on_no_ui_event_finished"
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)
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if event_flags & ESCEvent.FLAG_NO_SAVE and \
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@@ -314,23 +314,23 @@ func _on_no_tooltip_event_finished(_return_code: int, _event_name: String):
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)
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# Called when an event having "NO_HUD" flag is finished.
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# Called when an event having "NO_UI" flag is finished.
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#
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# ## Parameters
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#
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# - _return_code: The ESCExecution return code sent by the events manager.
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# - _event_name: the name of the event
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func _on_no_hud_event_finished(_return_code: int, _event_name: String):
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func _on_no_ui_event_finished(_return_code: int, _event_name: String):
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escoria.main.current_scene.game.show_ui()
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if escoria.event_manager.is_connected(
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"event_finished",
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self,
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"_on_no_hud_event_finished"
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"_on_no_ui_event_finished"
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):
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escoria.event_manager.disconnect(
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"event_finished",
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self,
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"_on_no_hud_event_finished"
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"_on_no_ui_event_finished"
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)
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4
game/rooms/room11/esc/mysterious_circle_nohud.esc
Executable file → Normal file
4
game/rooms/room11/esc/mysterious_circle_nohud.esc
Executable file → Normal file
@@ -1,3 +1,3 @@
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:look | NO_HUD
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say player "NO_HUD"
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:look | NO_UI
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say player "NO_UI"
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