Styles

This contains the source code documentation of the class subsystem_Styles.

subsystem_Styles

Inherits: DialogicSubsystem

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Methods

ReturnsMethod
voidclear_game_state ( _clear_flag: int = 0 )
voidload_game_state ( load_flag: int = 0 )
Nodechange_style ( style_name: String = "", is_base_style: bool = true )
Nodeload_style ( style_name: String = "", parent: Node = null, is_base_style: bool = true, state_reload: bool = false )
DialogicLayoutBasecreate_layout ( style: DialogicStyle, parent: Node = null )
voidreload_current_info_into_new_style ( )
Stringget_current_style ( )
boolhas_active_layout_node ( )
Nodeget_layout_node ( )
Nodeget_first_node_in_layout ( group_name: String )

Signals

signal style_changed ( info: Dictionary )

No description available.


Method Descriptions

func clear_game_state ( _clear_flag: int = 0 ) ⇒ void

No description available.


func load_game_state ( load_flag: int = 0 ) ⇒ void

No description available.


func change_style ( style_name: String = "", is_base_style: bool = true ) ⇒ Node

This helper method calls load_style, but with the state_reload as true, which is commonly wanted if you expect a game to already be in progress.


func load_style ( style_name: String = "", parent: Node = null, is_base_style: bool = true, state_reload: bool = false ) ⇒ Node

Loads a style. Consider using the simpler change_style if you want to change the style while another style is already in use. If state_reload is true, the current state will be loaded into a new layout scenes nodes. That should not be done before calling start() or load() as it would be unnecessary or cause double-loading.


func create_layout ( style: DialogicStyle, parent: Node = null ) ⇒ DialogicLayoutBase

Method that adds a layout scene with all the necessary layers. The layout scene will be added to the tree root and returned.


func reload_current_info_into_new_style ( ) ⇒ void

When changing to a different layout scene, we have to load all the info from the current_state_info (basically


func get_current_style ( ) ⇒ String

Returns the style currently in use


func has_active_layout_node ( ) ⇒ bool

No description available.


func get_layout_node ( ) ⇒ Node

No description available.


func get_first_node_in_layout ( group_name: String ) ⇒ Node

Similar to get_tree().get_first_node_in_group('group_name') but filtered to the active layout node subtree