gmtk24/addons/func_godot/src/func_godot_plugin.gd

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2024-08-17 13:59:22 +02:00
@tool
class_name FuncGodotPlugin
extends EditorPlugin
var map_import_plugin : QuakeMapImportPlugin = null
var palette_import_plugin : QuakePaletteImportPlugin = null
var wad_import_plugin: QuakeWadImportPlugin = null
var func_godot_map_control: Control = null
var func_godot_map_progress_bar: Control = null
var edited_object_ref: WeakRef = weakref(null)
func _get_plugin_name() -> String:
return "FuncGodot"
func _handles(object: Object) -> bool:
return object is FuncGodotMap
func _edit(object: Object) -> void:
edited_object_ref = weakref(object)
func _make_visible(visible: bool) -> void:
if func_godot_map_control:
func_godot_map_control.set_visible(visible)
if func_godot_map_progress_bar:
func_godot_map_progress_bar.set_visible(visible)
func _enter_tree() -> void:
# Import plugins
map_import_plugin = QuakeMapImportPlugin.new()
palette_import_plugin = QuakePaletteImportPlugin.new()
wad_import_plugin = QuakeWadImportPlugin.new()
add_import_plugin(map_import_plugin)
add_import_plugin(palette_import_plugin)
add_import_plugin(wad_import_plugin)
# FuncGodotMap button
func_godot_map_control = create_func_godot_map_control()
func_godot_map_control.set_visible(false)
add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, func_godot_map_control)
func_godot_map_progress_bar = create_func_godot_map_progress_bar()
func_godot_map_progress_bar.set_visible(false)
add_control_to_container(EditorPlugin.CONTAINER_INSPECTOR_BOTTOM, func_godot_map_progress_bar)
add_custom_type("FuncGodotMap", "Node3D", preload("res://addons/func_godot/src/map/func_godot_map.gd"), null)
func _exit_tree() -> void:
remove_custom_type("FuncGodotMap")
remove_import_plugin(map_import_plugin)
remove_import_plugin(palette_import_plugin)
if wad_import_plugin:
remove_import_plugin(wad_import_plugin)
map_import_plugin = null
palette_import_plugin = null
wad_import_plugin = null
if func_godot_map_control:
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, func_godot_map_control)
func_godot_map_control.queue_free()
func_godot_map_control = null
if func_godot_map_progress_bar:
remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_BOTTOM, func_godot_map_progress_bar)
func_godot_map_progress_bar.queue_free()
func_godot_map_progress_bar = null
## Create the toolbar controls for [FuncGodotMap] instances in the editor
func create_func_godot_map_control() -> Control:
var separator = VSeparator.new()
var icon = TextureRect.new()
icon.texture = preload("res://addons/func_godot/icons/icon_slipgate3d.svg")
icon.size_flags_vertical = Control.SIZE_SHRINK_CENTER
var build_button = Button.new()
build_button.text = "Build"
build_button.connect("pressed",Callable(self,"func_godot_map_build"))
var unwrap_uv2_button = Button.new()
unwrap_uv2_button.text = "Unwrap UV2"
unwrap_uv2_button.connect("pressed",Callable(self,"func_godot_map_unwrap_uv2"))
var control = HBoxContainer.new()
control.add_child(separator)
control.add_child(icon)
control.add_child(build_button)
control.add_child(unwrap_uv2_button)
return control
## Create a progress bar for building a [FuncGodotMap]
func create_func_godot_map_progress_bar() -> Control:
var progress_label = Label.new()
progress_label.name = "ProgressLabel"
progress_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
progress_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
var progress_bar := ProgressBar.new()
progress_bar.name = "ProgressBar"
progress_bar.show_percentage = false
progress_bar.min_value = 0.0
progress_bar.max_value = 1.0
progress_bar.custom_minimum_size.y = 30
progress_bar.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE)
progress_bar.add_child(progress_label)
progress_label.set_anchors_and_offsets_preset(Control.PRESET_LEFT_WIDE)
progress_label.offset_top = -9
progress_label.offset_left = 3
return progress_bar
## Create the "Build" button for [FuncGodotMap]s in the editor
func func_godot_map_build() -> void:
var edited_object : FuncGodotMap = edited_object_ref.get_ref()
if not edited_object:
return
edited_object.should_add_children = true
edited_object.should_set_owners = true
set_func_godot_map_control_disabled(true)
edited_object.build_progress.connect(func_godot_map_build_progress)
edited_object.build_complete.connect(func_godot_map_build_complete.bind(edited_object))
edited_object.build_failed.connect(func_godot_map_build_complete.bind(edited_object))
edited_object.verify_and_build()
## Create the "Unwrap UV2" button for [FuncGodotMap]s in the editor
func func_godot_map_unwrap_uv2() -> void:
var edited_object = edited_object_ref.get_ref()
if not edited_object:
return
if not edited_object is FuncGodotMap:
return
set_func_godot_map_control_disabled(true)
if not edited_object.is_connected("unwrap_uv2_complete", func_godot_map_build_complete):
edited_object.connect("unwrap_uv2_complete", func_godot_map_build_complete.bind(edited_object))
edited_object.unwrap_uv2()
## Enable or disable the control for [FuncGodotMap]s in the editor
func set_func_godot_map_control_disabled(disabled: bool) -> void:
if not func_godot_map_control:
return
for child in func_godot_map_control.get_children():
if child is Button:
child.set_disabled(disabled)
## Update the build progress bar (see: [method create_func_godot_map_progress_bar]) to display the current step and progress (0-1)
func func_godot_map_build_progress(step: String, progress: float) -> void:
var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel")
func_godot_map_progress_bar.value = progress
progress_label.text = step.capitalize()
## Callback for when the build process for a [FuncGodotMap] is finished.
func func_godot_map_build_complete(func_godot_map: FuncGodotMap) -> void:
var progress_label = func_godot_map_progress_bar.get_node("ProgressLabel")
progress_label.text = "Build Complete"
set_func_godot_map_control_disabled(false)
if func_godot_map.is_connected("build_progress",Callable(self,"func_godot_map_build_progress")):
func_godot_map.disconnect("build_progress",Callable(self,"func_godot_map_build_progress"))
if func_godot_map.is_connected("build_complete",Callable(self,"func_godot_map_build_complete")):
func_godot_map.disconnect("build_complete",Callable(self,"func_godot_map_build_complete"))
if func_godot_map.is_connected("build_failed",Callable(self,"func_godot_map_build_complete")):
func_godot_map.disconnect("build_failed",Callable(self,"func_godot_map_build_complete"))