mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
222 lines
6.3 KiB
GDScript
222 lines
6.3 KiB
GDScript
tool
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extends Control
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const DataManagerAddonSettings = preload("res://addons/data_manager/resources/data_manager_addon_settings.gd")
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const add_icon = preload("res://addons/data_manager/icons/icon_add.png")
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signal inspect_data
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export(PackedScene) var resource_scene : PackedScene
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export(String) var base_folder : String = "res://"
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export(NodePath) var main_container : NodePath
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export(NodePath) var module_entry_container_path : NodePath
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export(NodePath) var folder_entry_container_path : NodePath
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var _main_container : Node
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var _resource_scene : Node
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var _module_entry_container : Node
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var _folder_entry_container : Node
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var _modules : Array = Array()
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var _active_modules : Array = Array()
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var _settings : DataManagerAddonSettings = null
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var _initialized : bool = false
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var _plugin : EditorPlugin = null
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func _enter_tree():
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if !is_connected("visibility_changed", self, "on_visibility_changed"):
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connect("visibility_changed", self, "on_visibility_changed")
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if !$Popups/AddFolderDialog.is_connected("folders_created", self, "on_folders_created"):
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$Popups/AddFolderDialog.connect("folders_created", self, "on_folders_created")
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func on_visibility_changed():
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if _plugin && is_visible_in_tree() && !_initialized:
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_initialized = true
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load_data()
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func load_data():
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var dir : Directory = Directory.new()
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_settings = _plugin.settings
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_main_container = get_node(main_container)
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_resource_scene = resource_scene.instance()
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_main_container.add_child(_resource_scene)
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_resource_scene.owner = _main_container
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_resource_scene.connect("inspect_data", self, "inspect_data")
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_resource_scene.connect("edit_settings", self, "edit_settings")
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_module_entry_container = get_node(module_entry_container_path)
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_folder_entry_container = get_node(folder_entry_container_path)
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generate_module_entry_list()
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func generate_module_entry_list() -> void:
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for ch in _folder_entry_container.get_children():
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ch.queue_free()
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load_modules()
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for m in _modules:
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var label_str : String = get_module_label_text(m)
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var b : Button = Button.new()
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b.toggle_mode = true
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b.text = label_str
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b.set_h_size_flags(SIZE_EXPAND_FILL)
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b.connect("toggled", self, "on_module_entry_button_toggled", [ m ])
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_module_entry_container.add_child(b)
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func generate_folder_entry_list() -> void:
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for ch in _folder_entry_container.get_children():
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ch.queue_free()
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var dir : Directory = Directory.new()
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for i in range(_active_modules.size()):
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var module = _active_modules[i]
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if i > 0:
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_folder_entry_container.add_child(HSeparator.new())
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var label_str : String = "= " + get_module_label_text(module) + " ="
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var mlabel : Label = Label.new()
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mlabel.text = label_str
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mlabel.align = HALIGN_CENTER
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mlabel.valign = VALIGN_CENTER
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_folder_entry_container.add_child(mlabel)
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var module_dir_base : String = module.resource_path.get_base_dir()
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var index = 0
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for j in range(_settings.get_folder_count()):
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var f = _settings.folder_get(j)
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var full_folder_path : String = module_dir_base + "/" + f.folder
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if !dir.dir_exists(full_folder_path):
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continue
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if f.header != "":
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var h : Label = Label.new()
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_folder_entry_container.add_child(h)
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h.text = f.header
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var fe : Button = Button.new()
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fe.text = f.name
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fe.connect("pressed", self, "on_folder_entry_button_pressed", [ module, full_folder_path, j ])
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_folder_entry_container.add_child(fe)
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index += 1
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var bsep : Label = Label.new()
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bsep.text = "Actions"
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_folder_entry_container.add_child(bsep)
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var add_folder_button : Button = Button.new()
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add_folder_button.text = "Add Folder"
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add_folder_button.icon = add_icon
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_folder_entry_container.add_child(add_folder_button)
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add_folder_button.connect("pressed", self, "on_add_folder_button_pressed", [ module ])
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#set_tab(0)
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func on_folder_entry_button_pressed(module, full_folder_path : String, folder_index : int) -> void:
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#_resource_scene.show()
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_resource_scene.set_resource_type(full_folder_path, _settings.folder_get_type(folder_index))
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func on_module_entry_button_toggled(on : bool, module) -> void:
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if on:
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for m in _active_modules:
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if m == module:
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return
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_active_modules.push_back(module)
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generate_folder_entry_list()
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else:
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for i in range(_active_modules.size()):
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if _active_modules[i] == module:
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_active_modules.remove(i)
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generate_folder_entry_list()
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return
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func on_add_folder_button_pressed(module) -> void:
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$Popups/AddFolderDialog.set_module(module, _settings)
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func load_modules() -> void:
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_modules.clear()
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load_modules_at("res://")
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_modules.sort_custom(ModulePathSorter, "sort_ascending")
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func load_modules_at(path : String) -> void:
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var dir = Directory.new()
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if dir.open(path) == OK:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if file_name == "." or file_name == "..":
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file_name = dir.get_next()
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continue
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if dir.current_is_dir():
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if path == "res://":
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load_modules_at(path + file_name)
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else:
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load_modules_at(path + "/" + file_name)
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else:
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if file_name == "game_module.tres":
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var res : Resource = null
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if path == "res://":
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res = ResourceLoader.load(path + file_name)
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else:
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res = ResourceLoader.load(path + "/" + file_name)
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if res.enabled:
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_modules.append(res)
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file_name = dir.get_next()
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else:
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print("An error occurred when trying to access the path: " + path)
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class ModulePathSorter:
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static func sort_ascending(a, b):
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if a.resource_path < b.resource_path:
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return true
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return false
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func set_tab(tab_index : int) -> void:
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hide_all()
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_resource_scene.show()
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_resource_scene.set_resource_type(_settings.folder_get_folder(tab_index), _settings.folder_get_type(tab_index))
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func hide_all() -> void:
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_resource_scene.hide()
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func inspect_data(var data : Resource) -> void:
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emit_signal("inspect_data", data)
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func edit_settings() -> void:
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emit_signal("inspect_data", _settings)
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func set_plugin(plugin : EditorPlugin) -> void:
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_plugin = plugin
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func get_module_label_text(module) -> String:
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var label_str : String = module.resource_name
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if label_str == "":
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label_str = module.resource_path
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label_str = label_str.replace("res://", "")
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label_str = label_str.replace("/game_module.tres", "")
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label_str = label_str.replace("game_module.tres", "")
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return label_str
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func on_folders_created() -> void:
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generate_folder_entry_list()
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