forked from unfa/liblast
71 lines
2.3 KiB
GDScript
71 lines
2.3 KiB
GDScript
extends Control
|
|
|
|
@onready var main = get_tree().get_root().get_node("Main")
|
|
@onready var chat_history = $VBoxContainer/ChatHistory
|
|
@onready var chat_typing = $VBoxContainer/Typing
|
|
@onready var chat_editor = $VBoxContainer/Typing/Editor
|
|
@onready var chat_label = $VBoxContainer/Typing/Label
|
|
|
|
enum ChatState {INACTIVE, TYPING_ALL, TYPING_TEAM}
|
|
|
|
var state = ChatState.INACTIVE :
|
|
set(new_state):
|
|
state = new_state
|
|
match new_state:
|
|
ChatState.INACTIVE:
|
|
chat_typing.hide()
|
|
chat_editor.release_focus()
|
|
ChatState.TYPING_ALL:
|
|
chat_label.text = "all: "
|
|
chat_typing.show()
|
|
chat_editor.grab_focus()
|
|
chat_editor.text = ''
|
|
ChatState.TYPING_TEAM:
|
|
chat_label.text = "team: "
|
|
chat_typing.show()
|
|
chat_editor.grab_focus()
|
|
chat_editor.text = ''
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready():
|
|
pass
|
|
|
|
func _input(_event) -> void:
|
|
if state == ChatState.INACTIVE:
|
|
if Input.is_action_just_pressed("say_all"):
|
|
main.focus = main.GameFocus.CHAT
|
|
state = ChatState.TYPING_ALL
|
|
get_tree().get_root().set_input_as_handled()
|
|
|
|
if Input.is_action_just_pressed("say_team"):
|
|
main.focus = main.GameFocus.CHAT
|
|
state = ChatState.TYPING_TEAM
|
|
get_tree().get_root().set_input_as_handled()
|
|
|
|
elif Input.is_action_just_pressed("say_cancel"):
|
|
main.focus = main.GameFocus.GAME
|
|
state = ChatState.INACTIVE
|
|
|
|
func _unhandled_input(_event) -> void:
|
|
if state != ChatState.INACTIVE:
|
|
get_tree().get_root().set_input_as_handled()
|
|
|
|
# doesn't work over network due to missing RPC implementation in Godot 4
|
|
@rpc(sync, any, reliable) func chat_message(sender_pid: int, recipient_team, message: String) -> void:
|
|
var sender_info = main.player_list.get(sender_pid)
|
|
chat_history.append_text('\n' + '[b][color=' + sender_info.color.to_html() +']' + str(sender_info.name) + '[/color][/b] : [i]' + message + '[/i]')
|
|
$Message.play()
|
|
|
|
@rpc func chat_notification(message: String) -> void:
|
|
chat_history.append_text('\n · ' + '[i]' + message + '[/i]')
|
|
$Message.play()
|
|
|
|
func _on_Editor_text_submitted(new_text):
|
|
# RPC is currently not implemented in the engine
|
|
var sender_id = get_tree().multiplayer.get_unique_id()
|
|
var new_message = [sender_id, 0, new_text]
|
|
rpc(&'chat_message',sender_id, 0, new_text)
|
|
chat_editor.text = ''
|
|
state = ChatState.INACTIVE
|
|
main.focus = main.GameFocus.GAME
|