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