broken_seals_2d/game/addons/data_manager/panels/MainPanel.gd

222 lines
6.3 KiB
GDScript

tool
extends Control
const DataManagerAddonSettings = preload("res://addons/data_manager/resources/data_manager_addon_settings.gd")
const add_icon = preload("res://addons/data_manager/icons/icon_add.png")
signal inspect_data
export(PackedScene) var resource_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 _active_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")
if !$Popups/AddFolderDialog.is_connected("folders_created", self, "on_folders_created"):
$Popups/AddFolderDialog.connect("folders_created", self, "on_folders_created")
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")
_resource_scene.connect("edit_settings", self, "edit_settings")
_module_entry_container = get_node(module_entry_container_path)
_folder_entry_container = get_node(folder_entry_container_path)
generate_module_entry_list()
func generate_module_entry_list() -> void:
for ch in _folder_entry_container.get_children():
ch.queue_free()
load_modules()
for m in _modules:
var label_str : String = get_module_label_text(m)
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)
func generate_folder_entry_list() -> void:
for ch in _folder_entry_container.get_children():
ch.queue_free()
var dir : Directory = Directory.new()
for i in range(_active_modules.size()):
var module = _active_modules[i]
if i > 0:
_folder_entry_container.add_child(HSeparator.new())
var label_str : String = "= " + get_module_label_text(module) + " ="
var mlabel : Label = Label.new()
mlabel.text = label_str
mlabel.align = HALIGN_CENTER
mlabel.valign = VALIGN_CENTER
_folder_entry_container.add_child(mlabel)
var module_dir_base : String = module.resource_path.get_base_dir()
var index = 0
for j in range(_settings.get_folder_count()):
var f = _settings.folder_get(j)
var full_folder_path : String = module_dir_base + "/" + f.folder
if !dir.dir_exists(full_folder_path):
continue
if f.header != "":
var h : Label = Label.new()
_folder_entry_container.add_child(h)
h.text = f.header
var fe : Button = Button.new()
fe.text = f.name
fe.connect("pressed", self, "on_folder_entry_button_pressed", [ module, full_folder_path, j ])
_folder_entry_container.add_child(fe)
index += 1
var bsep : Label = Label.new()
bsep.text = "Actions"
_folder_entry_container.add_child(bsep)
var add_folder_button : Button = Button.new()
add_folder_button.text = "Add Folder"
add_folder_button.icon = add_icon
_folder_entry_container.add_child(add_folder_button)
add_folder_button.connect("pressed", self, "on_add_folder_button_pressed", [ module ])
#set_tab(0)
func on_folder_entry_button_pressed(module, full_folder_path : String, folder_index : int) -> void:
#_resource_scene.show()
_resource_scene.set_resource_type(full_folder_path, _settings.folder_get_type(folder_index))
func on_module_entry_button_toggled(on : bool, module) -> void:
if on:
for m in _active_modules:
if m == module:
return
_active_modules.push_back(module)
generate_folder_entry_list()
else:
for i in range(_active_modules.size()):
if _active_modules[i] == module:
_active_modules.remove(i)
generate_folder_entry_list()
return
func on_add_folder_button_pressed(module) -> void:
$Popups/AddFolderDialog.set_module(module, _settings)
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 edit_settings() -> void:
emit_signal("inspect_data", _settings)
func set_plugin(plugin : EditorPlugin) -> void:
_plugin = plugin
func get_module_label_text(module) -> String:
var label_str : String = module.resource_name
if label_str == "":
label_str = module.resource_path
label_str = label_str.replace("res://", "")
label_str = label_str.replace("/game_module.tres", "")
label_str = label_str.replace("game_module.tres", "")
return label_str
func on_folders_created() -> void:
generate_folder_entry_list()