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6 months ago
@tool
extends EditorPlugin
## Preload the main panel scene
const MainPanel := preload("res://addons/dialogic/Editor/editor_main.tscn")
const PLUGIN_NAME := "Dialogic"
const PLUGIN_HANDLER_PATH := "res://addons/dialogic/Core/DialogicGameHandler.gd"
const PLUGIN_ICON_PATH := "res://addons/dialogic/Editor/Images/plugin-icon.svg"
## References used by various other scripts to quickly reference these things
var editor_view: Control # the root of the dialogic editor
## Signal emitted if godot wants us to save
signal dialogic_save
## Initialization
func _init() -> void:
self.name = "DialogicPlugin"
#region ACTIVATION & EDITOR SETUP
################################################################################
## Activation & Editor Setup
func _enable_plugin():
add_autoload_singleton(PLUGIN_NAME, PLUGIN_HANDLER_PATH)
add_dialogic_default_action()
func _disable_plugin():
remove_autoload_singleton(PLUGIN_NAME)
func _enter_tree() -> void:
editor_view = MainPanel.instantiate()
editor_view.plugin_reference = self
editor_view.hide()
get_editor_interface().get_editor_main_screen().add_child(editor_view)
_make_visible(false)
# Auto-update the singleton path for alpha users
# TODO remove at some point during beta or later
remove_autoload_singleton(PLUGIN_NAME)
add_autoload_singleton(PLUGIN_NAME, PLUGIN_HANDLER_PATH)
func _exit_tree() -> void:
if editor_view:
remove_control_from_bottom_panel(editor_view)
editor_view.queue_free()
#endregion
#region PLUGIN_INFO
################################################################################
func _has_main_screen() -> bool:
return true
func _get_plugin_name() -> String:
return PLUGIN_NAME
func _get_plugin_icon():
return load(PLUGIN_ICON_PATH)
#endregion
#region EDITOR INTERACTION
################################################################################
## Editor Interaction
func _make_visible(visible:bool) -> void:
if not editor_view:
return
if editor_view.get_parent() is Window:
if visible:
get_editor_interface().set_main_screen_editor("Script")
editor_view.show()
editor_view.get_parent().grab_focus()
else:
editor_view.visible = visible
func _save_external_data() -> void:
if _editor_view_and_manager_exist():
editor_view.editors_manager.save_current_resource()
func _get_unsaved_status(for_scene:String) -> String:
if for_scene.is_empty():
_save_external_data()
return ""
func _handles(object) -> bool:
if _editor_view_and_manager_exist() and object is Resource:
return editor_view.editors_manager.can_edit_resource(object)
return false
func _edit(object) -> void:
if object == null:
return
_make_visible(true)
if _editor_view_and_manager_exist():
editor_view.editors_manager.edit_resource(object)
## Helper function to check if editor_view and its manager exist
func _editor_view_and_manager_exist() -> bool:
return editor_view and editor_view.editors_manager
#endregion
#region PROJECT SETUP
################################################################################
## Special Setup/Updates
## Methods that adds a dialogic_default_action if non exists
func add_dialogic_default_action() -> void:
if ProjectSettings.has_setting('input/dialogic_default_action'):
return
var input_enter: InputEventKey = InputEventKey.new()
input_enter.keycode = KEY_ENTER
var input_left_click: InputEventMouseButton = InputEventMouseButton.new()
input_left_click.button_index = MOUSE_BUTTON_LEFT
input_left_click.pressed = true
input_left_click.device = -1
var input_space: InputEventKey = InputEventKey.new()
input_space.keycode = KEY_SPACE
var input_x: InputEventKey = InputEventKey.new()
input_x.keycode = KEY_X
var input_controller: InputEventJoypadButton = InputEventJoypadButton.new()
input_controller.button_index = JOY_BUTTON_A
ProjectSettings.set_setting('input/dialogic_default_action', {'deadzone':0.5, 'events':[input_enter, input_left_click, input_space, input_x, input_controller]})
ProjectSettings.save()
#endregion