122 lines
3.7 KiB
GDScript
122 lines
3.7 KiB
GDScript
@tool
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extends EditorPlugin
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## Main plugin script. Handles communication with the rest of godot.
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## Most methods are overridables called by godot.
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const MainPanel := preload("res://addons/dialogic/Editor/editor_main.tscn")
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### References
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# used by various other scripts to quickly reference these things
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# the root of the dialogic editor
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var editor_view: Control
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# multiple editor compononents/helper classes
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#var _parts_inspector : EditorInspectorPlugin # TODO remove
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#var _export_plugin : EditorExportPlugin # TODO remove
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var editor_interface : EditorInterface
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# emitted if godot wants us to save
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signal dialogic_save
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################################################################################
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## INITIALIZING
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################################################################################
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func _init() -> void:
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self.name = 'DialogicPlugin'
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################################################################################
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## ACTIVATION & EDITOR SETUP
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################################################################################
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func _enable_plugin():
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add_autoload_singleton("Dialogic", "res://addons/dialogic/Other/DialogicGameHandler.gd")
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add_dialogic_default_action()
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func _disable_plugin():
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remove_autoload_singleton("Dialogic")
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func _enter_tree() -> void:
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editor_view = MainPanel.instantiate()
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editor_view.plugin_reference = self
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editor_view.hide()
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editor_interface = get_editor_interface()
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get_editor_interface().get_editor_main_screen().add_child(editor_view)
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_make_visible(false)
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func _exit_tree() -> void:
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if editor_view:
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remove_control_from_bottom_panel(editor_view)
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editor_view.queue_free()
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# remove_inspector_plugin(_parts_inspector)
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# remove_export_plugin(_export_plugin)
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func _has_main_screen() -> bool:
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return true
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func _get_plugin_name() -> String:
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return "Dialogic"
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func _get_plugin_icon():
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return load("res://addons/dialogic/Editor/Images/plugin-icon.svg")
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################################################################################
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## EDITOR INTERACTION
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################################################################################
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func _make_visible(visible:bool) -> void:
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if editor_view:
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editor_view.visible = visible
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func _save_external_data() -> void:
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if editor_view and editor_view.editors_manager:
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editor_view.editors_manager.save_current_resource()
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func _handles(object:Variant) -> bool:
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if editor_view != null and editor_view.editors_manager != null and object is Resource:
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return editor_view.editors_manager.can_edit_resource(object)
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return false
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func _edit(object:Variant) -> void:
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_make_visible(true)
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if editor_view and editor_view.editors_manager:
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editor_view.editors_manager.edit_resource(object)
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################################################################################
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## SPECIAL SETUP/UPDATES
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################################################################################
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# methods that adds a dialogic_default_action if non exists
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func add_dialogic_default_action() -> void:
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if !ProjectSettings.has_setting('input/dialogic_default_action'):
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var input_enter : InputEventKey = InputEventKey.new()
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input_enter.keycode = KEY_ENTER
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var input_left_click : InputEventMouseButton = InputEventMouseButton.new()
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input_left_click.button_index = MOUSE_BUTTON_LEFT
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input_left_click.pressed = true
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var input_space : InputEventKey = InputEventKey.new()
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input_space.keycode = KEY_SPACE
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var input_x : InputEventKey = InputEventKey.new()
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input_x.keycode = KEY_X
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var input_controller : InputEventJoypadButton = InputEventJoypadButton.new()
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input_controller.button_index = JOY_BUTTON_A
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ProjectSettings.set_setting('input/dialogic_default_action', {'deadzone':0.5, 'events':[input_enter, input_left_click, input_space, input_x, input_controller]})
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ProjectSettings.save()
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