Add addons

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Joey Yakimowich-Payne 2023-01-03 16:53:53 -07:00
commit 3367bad24f
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@tool
extends EditorPlugin
## Main plugin script. Handles communication with the rest of godot.
## Most methods are overridables called by godot.
const MainPanel := preload("res://addons/dialogic/Editor/editor_main.tscn")
### References
# used by various other scripts to quickly reference these things
# the root of the dialogic editor
var editor_view: Control
# multiple editor compononents/helper classes
#var _parts_inspector : EditorInspectorPlugin # TODO remove
#var _export_plugin : EditorExportPlugin # TODO remove
var editor_interface : EditorInterface
# emitted if godot wants us to save
signal dialogic_save
################################################################################
## INITIALIZING
################################################################################
func _init() -> void:
self.name = 'DialogicPlugin'
################################################################################
## ACTIVATION & EDITOR SETUP
################################################################################
func _enable_plugin():
add_autoload_singleton("Dialogic", "res://addons/dialogic/Other/DialogicGameHandler.gd")
add_dialogic_default_action()
func _disable_plugin():
remove_autoload_singleton("Dialogic")
func _enter_tree() -> void:
editor_view = MainPanel.instantiate()
editor_view.plugin_reference = self
editor_view.hide()
editor_interface = get_editor_interface()
get_editor_interface().get_editor_main_screen().add_child(editor_view)
_make_visible(false)
func _exit_tree() -> void:
if editor_view:
remove_control_from_bottom_panel(editor_view)
editor_view.queue_free()
# remove_inspector_plugin(_parts_inspector)
# remove_export_plugin(_export_plugin)
func _has_main_screen() -> bool:
return true
func _get_plugin_name() -> String:
return "Dialogic"
func _get_plugin_icon():
return load("res://addons/dialogic/Editor/Images/plugin-icon.svg")
################################################################################
## EDITOR INTERACTION
################################################################################
func _make_visible(visible:bool) -> void:
if editor_view:
editor_view.visible = visible
func _save_external_data() -> void:
if editor_view and editor_view.editors_manager:
editor_view.editors_manager.save_current_resource()
func _handles(object:Variant) -> bool:
if editor_view != null and editor_view.editors_manager != null and object is Resource:
return editor_view.editors_manager.can_edit_resource(object)
return false
func _edit(object:Variant) -> void:
_make_visible(true)
if editor_view and editor_view.editors_manager:
editor_view.editors_manager.edit_resource(object)
################################################################################
## 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'):
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
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()