## Besida (¨бесіда¨) ─ language for defining dialogue ### **Implementation**: - **Besida**: struct that is initiated with path to dialogue file ([example](https://github.com/kshyr/besida/blob/dev/examples/basic.besida)) and parses it to **dialogue nodes** - **Dialogue node**: holds speaker name and their speech (in form of **events** and in form of plain text) - **Event**: enum that drives the design - pattern matching when iterating over events makes it very easy to execute actions in sequence as intended when writing dialogue in proposed format Moving forward I want to add more events such as expressions/emotions of speaker, text speed control, text highlighting or styling in general. Also better ways to read actions when matching. Here's an example with godot-rust where `event_tick` is triggered by letter display timer to simulate typing: ```rust #[func] fn event_tick(&mut self) { let Some(node) = self.besida.get_node_mut() else { return }; let Some(event) = node.get_event() else { return }; let mut dialogue_box = self .base .get_parent() .unwrap() .get_node_as::("DialogueBox"); match event { Event::PrintChar(char) => { let speech = dialogue_box.bind().get_speech(); let new_speech = format!("{}{}", speech, char); dialogue_box.bind_mut().set_speech(new_speech.into()); } _ => {}, } node.next_event(); } ```