#149 - a line is typed out at about three and a half words a second, with a scan sweep running down the panel and faint rules across it while it decodes. The frame carries the charge while it works and settles when the line lands; the caret is a solid write-head during the decode and only starts blinking once it is waiting on the reader. Two implementation notes worth keeping. The full text is set and then REVEALED with visible_characters rather than the string being grown - a growing string re-wraps on nearly every frame, so words jump between rows as they are typed. And a press on a line still arriving FINISHES it instead of dismissing it: without that, a player clicking at their usual pace skips the second line having never seen a word of it, which is the exact thing #127 exists to prevent. #153 - "after a dialog popup the input system is lost on keypress". Nothing was lost; it was never delivered. A dialog stops the tree (#128), a paused node receives no input, so a key RELEASED while the line was up never reached the controller - keys_down kept it and the fleet flew on in that direction once the game restarted. NOTIFICATION_UNPAUSED arrives whatever a node's process mode is, which makes it the one moment the question can be asked, and the physical keyboard is the authority on what is actually held. That fixes anything that stops the tree, not only dialogs, and the test checks it that way. #154 - the banner was the ninth child of the UI layer and every panel came after it, so all twelve of them drew over the top. It is the last child now, in both scenes. Input order was never the problem and does not change: the UI layer already sees unhandled input before the controllers do.
145 lines
5.6 KiB
GDScript
145 lines
5.6 KiB
GDScript
extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_dialog_typing.gd
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# Forgejo #149: "les dialogues doivent arriver petit a petit, avec un VFX
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# associe a des dialogues de science fiction" - dialogs should arrive bit by
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# bit, with an effect that reads as science fiction.
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#
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# The failure worth guarding against is not "it does not type" - it is the
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# one that comes with typing: a player clicking at their usual pace skips
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# the second line entirely, having never seen a word of it. #127 exists to
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# stop exactly that, so a press on a line still arriving has to finish it
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# rather than dismiss it.
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#
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# Covers:
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# A. a line arrives a character at a time rather than all at once
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# B. the text itself is set whole and REVEALED - growing the string would
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# re-wrap the line every frame and make words jump between rows
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# C. a press on a line still arriving finishes it and does not dismiss it
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# D. a press on a finished line dismisses it, as it always did
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# E. it types while the game is stopped, being the one node still running
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# F. the sci-fi part: the panel is drawn differently while decoding, and
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# settles when the line is complete
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var game_state: Node
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var scene: Node
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var narration: Control
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var stage: int = 0
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var elapsed: float = 0.0
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var first_line: String = ""
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var seen: Array = []
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func _initialize() -> void:
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# GameState is an autoload: a bare GameState.<instance member> does not
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# compile in a SceneTree script, so the node is fetched by name instead.
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game_state = root.get_node("GameState")
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game_state.reset_new_game()
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game_state.intro_active = false
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game_state.reset_quests()
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func _fail(message: String) -> bool:
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print("TEST_DIALOG_TYPING: FAIL (%s)" % message)
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quit(1)
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return true
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func _click() -> void:
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var press: InputEventMouseButton = InputEventMouseButton.new()
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press.button_index = MOUSE_BUTTON_LEFT
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press.pressed = true
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narration._unhandled_input(press)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene = load("res://world/Main.tscn").instantiate()
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root.add_child(scene)
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current_scene = scene
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narration = scene.get_node("UI/NarrationBanner")
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.3:
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return false
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first_line = "Convoy Kestrel, this is a long enough line that decoding it takes a moment."
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narration.say(first_line, "TEST")
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narration.say("And a second one behind it.", "TEST")
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# --- A and B. it arrives, and the text is whole ----------
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if not narration.is_typing():
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return _fail("the line was complete the instant it was said")
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if narration.label.text != first_line:
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return _fail("the label holds a partial string - the line will re-wrap as it types")
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if narration.label.visible_characters < 0:
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return _fail("the whole line is visible already")
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seen.append(narration.label.visible_characters)
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# Hand-ticked, so the reveal is measured rather than raced. The
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# banner processes while the tree is stopped (#128), which is E.
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if not paused:
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return _fail("a dialog did not stop the game")
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for i in range(12):
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narration._process(1.0 / 60.0)
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seen.append(narration.label.visible_characters)
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var rising: int = 0
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for i in range(1, seen.size()):
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if int(seen[i]) > int(seen[i - 1]):
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rising += 1
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if rising < 6:
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return _fail("the reveal advanced on only %d of %d frames" % [rising, seen.size() - 1])
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if int(seen[-1]) >= first_line.length():
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return _fail("the whole line decoded within 12 frames - that is not arriving")
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print("typed while the game was stopped: %d -> %d of %d characters over 12 frames" \
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% [seen[0], seen[-1], first_line.length()])
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# --- F. and it looks like it is working ------------------
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# is_typing() is the flag _draw() branches on for the sweep, the
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# write-head caret and the frame's charge, so its transition IS
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# the effect changing. Checked rather than calling _draw() by
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# hand, which Godot refuses outside a paint.
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if not narration.is_typing():
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return _fail("the test's own ticking finished the line")
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narration.queue_redraw()
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narration.finish_typing()
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if narration.is_typing():
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return _fail("finish_typing() left the line still arriving")
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if narration.label.visible_characters != -1:
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return _fail("a finished line is still hiding characters")
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if narration.SWEEP_SECONDS <= 0.0 or narration.CHARS_PER_SECOND <= 0.0:
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return _fail("the decode has no rate to run at")
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print("decoding while arriving, settled when it lands (%.0f chars/s, %.1fs sweep)" \
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% [narration.CHARS_PER_SECOND, narration.SWEEP_SECONDS])
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# --- C. a press finishes rather than dismisses -----------
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narration.say(first_line, "TEST")
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# say() queues behind the current line, so start it cleanly.
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narration.clear()
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narration.say(first_line, "TEST")
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narration.say("Second.", "TEST")
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if not narration.is_typing():
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return _fail("the fresh line was not arriving")
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_click()
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if narration.is_typing():
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return _fail("a press did not finish a line that was still arriving")
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if narration.current != first_line:
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return _fail("a press on an arriving line dismissed it - the next line would be skipped unread")
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print("a press on an arriving line finishes it, and does not move on")
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# --- D. and the next press does move on ------------------
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_click()
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if narration.current == first_line:
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return _fail("a press on a finished line did not dismiss it")
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if narration.current != "Second.":
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return _fail("dismissing landed on \"%s\"" % narration.current)
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print("the press after that moves on to \"%s\"" % narration.current)
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print("TEST_DIALOG_TYPING: PASS")
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quit(0)
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return true
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return false
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