broken_seals/game/addons/data_manager/panels/MainPanel.gd

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4.0 KiB
GDScript3
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tool
extends Control
const DataManagerAddonSettings = preload("res://addons/data_manager/resources/data_manager_addon_settings.gd")
signal inspect_data
export(PackedScene) var resource_scene : PackedScene
export(PackedScene) var folder_entry_button_scene : PackedScene
export(String) var base_folder : String = "res://"
export(NodePath) var main_container : NodePath
export(NodePath) var module_entry_container_path : NodePath
export(NodePath) var folder_entry_container_path : NodePath
var _main_container : Node
var _resource_scene : Node
var _module_entry_container : Node
var _folder_entry_container : Node
var _modules : Array = Array()
var _settings : DataManagerAddonSettings = null
var _initialized : bool = false
var _plugin : EditorPlugin = null
func _enter_tree():
if !is_connected("visibility_changed", self, "on_visibility_changed"):
connect("visibility_changed", self, "on_visibility_changed")
func on_visibility_changed():
if _plugin && is_visible_in_tree() && !_initialized:
_initialized = true
load_data()
func load_data():
var dir : Directory = Directory.new()
_settings = _plugin.settings
_main_container = get_node(main_container)
_resource_scene = resource_scene.instance()
_main_container.add_child(_resource_scene)
_resource_scene.owner = _main_container
_resource_scene.connect("inspect_data", self, "inspect_data")
_module_entry_container = get_node(module_entry_container_path)
load_modules()
for m in _modules:
var label_str : String = m.resource_name
if label_str == "":
label_str = m.resource_path
label_str = label_str.replace("res://", "")
label_str = label_str.replace("/game_module.tres", "")
label_str = label_str.replace("game_module.tres", "")
var b : Button = Button.new()
b.toggle_mode = true
b.text = label_str
b.set_h_size_flags(SIZE_EXPAND_FILL)
b.connect("toggled", self, "on_module_entry_button_toggled", [ m ])
_module_entry_container.add_child(b)
_folder_entry_container = get_node(folder_entry_container_path)
for ch in _folder_entry_container.get_children():
ch.queue_free()
var index = 0
for f in _settings.folders:
if f.header != "":
var h : Label = Label.new()
_folder_entry_container.add_child(h)
h.owner = _folder_entry_container
h.text = f.header
var fe : Node = folder_entry_button_scene.instance()
_folder_entry_container.add_child(fe)
fe.owner = _folder_entry_container
fe.text = f.name
fe.tab = index
fe.set_main_panel(self)
index += 1
set_tab(0)
func on_module_entry_button_toggled(on : bool, module) -> void:
pass
func load_modules() -> void:
_modules.clear()
load_modules_at("res://")
_modules.sort_custom(ModulePathSorter, "sort_ascending")
func load_modules_at(path : String) -> void:
var dir = Directory.new()
if dir.open(path) == OK:
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name == "." or file_name == "..":
file_name = dir.get_next()
continue
if dir.current_is_dir():
if path == "res://":
load_modules_at(path + file_name)
else:
load_modules_at(path + "/" + file_name)
else:
if file_name == "game_module.tres":
var res : Resource = null
if path == "res://":
res = ResourceLoader.load(path + file_name)
else:
res = ResourceLoader.load(path + "/" + file_name)
if res.enabled:
_modules.append(res)
file_name = dir.get_next()
else:
print("An error occurred when trying to access the path: " + path)
class ModulePathSorter:
static func sort_ascending(a, b):
if a.resource_path < b.resource_path:
return true
return false
func set_tab(tab_index : int) -> void:
hide_all()
_resource_scene.show()
_resource_scene.set_resource_type(_settings.folder_get_folder(tab_index), _settings.folder_get_type(tab_index))
func hide_all() -> void:
_resource_scene.hide()
func inspect_data(var data : Resource) -> void:
emit_signal("inspect_data", data)
func set_plugin(plugin : EditorPlugin) -> void:
_plugin = plugin