TinyAdventure/addons/dialogue_manager/plugin.gd

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@tool
extends EditorPlugin
const DialogueConstants = preload("./constants.gd")
const DialogueImportPlugin = preload("./import_plugin.gd")
const DialogueTranslationParserPlugin = preload("./editor_translation_parser_plugin.gd")
const DialogueSettings = preload("./settings.gd")
const DialogueCache = preload("./components/dialogue_cache.gd")
const MainView = preload("./views/main_view.tscn")
var import_plugin: DialogueImportPlugin
var translation_parser_plugin: DialogueTranslationParserPlugin
var main_view
var dialogue_cache: DialogueCache
func _enter_tree() -> void:
add_autoload_singleton("DialogueManager", get_plugin_path() + "/dialogue_manager.gd")
if Engine.is_editor_hint():
Engine.set_meta("DialogueManagerPlugin", self)
DialogueSettings.prepare()
import_plugin = DialogueImportPlugin.new()
add_import_plugin(import_plugin)
translation_parser_plugin = DialogueTranslationParserPlugin.new()
add_translation_parser_plugin(translation_parser_plugin)
main_view = MainView.instantiate()
main_view.editor_plugin = self
get_editor_interface().get_editor_main_screen().add_child(main_view)
_make_visible(false)
dialogue_cache = DialogueCache.new()
main_view.add_child(dialogue_cache)
Engine.set_meta("DialogueCache", dialogue_cache)
_update_localization()
get_editor_interface().get_file_system_dock().files_moved.connect(_on_files_moved)
get_editor_interface().get_file_system_dock().file_removed.connect(_on_file_removed)
add_tool_menu_item("Create copy of dialogue example balloon...", _copy_dialogue_balloon)
# Prevent the project from showing as unsaved even though it was only just opened
if Engine.get_physics_frames() == 0:
var timer: Timer = Timer.new()
var suppress_unsaved_marker: Callable
suppress_unsaved_marker = func():
if Engine.get_frames_per_second() >= 10:
timer.stop()
get_editor_interface().save_all_scenes()
timer.queue_free()
timer.timeout.connect(suppress_unsaved_marker)
add_child(timer)
timer.start(0.1)
func _exit_tree() -> void:
remove_autoload_singleton("DialogueManager")
remove_import_plugin(import_plugin)
import_plugin = null
remove_translation_parser_plugin(translation_parser_plugin)
translation_parser_plugin = null
if is_instance_valid(main_view):
main_view.queue_free()
Engine.remove_meta("DialogueManagerPlugin")
Engine.remove_meta("DialogueCache")
get_editor_interface().get_file_system_dock().files_moved.disconnect(_on_files_moved)
get_editor_interface().get_file_system_dock().file_removed.disconnect(_on_file_removed)
remove_tool_menu_item("Create copy of dialogue example balloon...")
func _has_main_screen() -> bool:
return true
func _make_visible(next_visible: bool) -> void:
if is_instance_valid(main_view):
main_view.visible = next_visible
func _get_plugin_name() -> String:
return "Dialogue"
func _get_plugin_icon() -> Texture2D:
return load(get_plugin_path() + "/assets/icon.svg")
func _handles(object) -> bool:
var editor_settings: EditorSettings = get_editor_interface().get_editor_settings()
var external_editor: String = editor_settings.get_setting("text_editor/external/exec_path")
var use_external_editor: bool = editor_settings.get_setting("text_editor/external/use_external_editor") and external_editor != ""
if object is DialogueResource and use_external_editor and DialogueSettings.get_user_value("open_in_external_editor", false):
var project_path: String = ProjectSettings.globalize_path("res://")
var file_path: String = ProjectSettings.globalize_path(object.resource_path)
OS.create_process(external_editor, [project_path, file_path])
return false
return object is DialogueResource
func _edit(object) -> void:
if is_instance_valid(main_view) and is_instance_valid(object):
main_view.open_resource(object)
func _apply_changes() -> void:
if is_instance_valid(main_view):
main_view.apply_changes()
_update_localization()
func _build() -> bool:
# If this is the dotnet Godot then we need to check if the solution file exists
DialogueSettings.check_for_dotnet_solution()
# Ignore errors in other files if we are just running the test scene
if DialogueSettings.get_user_value("is_running_test_scene", true): return true
if dialogue_cache != null:
var files_with_errors = dialogue_cache.get_files_with_errors()
if files_with_errors.size() > 0:
for dialogue_file in files_with_errors:
push_error("You have %d error(s) in %s" % [dialogue_file.errors.size(), dialogue_file.path])
get_editor_interface().edit_resource(load(files_with_errors[0].path))
main_view.show_build_error_dialog()
return false
return true
## Get the shortcuts used by the plugin
func get_editor_shortcuts() -> Dictionary:
var shortcuts: Dictionary = {
toggle_comment = [
_create_event("Ctrl+K"),
_create_event("Ctrl+Slash")
],
move_up = [
_create_event("Alt+Up")
],
move_down = [
_create_event("Alt+Down")
],
save = [
_create_event("Ctrl+Alt+S")
],
close_file = [
_create_event("Ctrl+W")
],
find_in_files = [
_create_event("Ctrl+Shift+F")
],
run_test_scene = [
_create_event("Ctrl+F5")
],
text_size_increase = [
_create_event("Ctrl+Equal")
],
text_size_decrease = [
_create_event("Ctrl+Minus")
],
text_size_reset = [
_create_event("Ctrl+0")
]
}
var paths = get_editor_interface().get_editor_paths()
var settings = load(paths.get_config_dir() + "/editor_settings-4.tres")
if not settings: return shortcuts
for s in settings.get("shortcuts"):
for key in shortcuts:
if s.name == "script_text_editor/%s" % key or s.name == "script_editor/%s" % key:
shortcuts[key] = []
for event in s.shortcuts:
if event is InputEventKey:
shortcuts[key].append(event)
return shortcuts
func _create_event(string: String) -> InputEventKey:
var event: InputEventKey = InputEventKey.new()
var bits = string.split("+")
event.keycode = OS.find_keycode_from_string(bits[bits.size() - 1])
event.shift_pressed = bits.has("Shift")
event.alt_pressed = bits.has("Alt")
if bits.has("Ctrl") or bits.has("Command"):
event.command_or_control_autoremap = true
return event
## Get the editor shortcut that matches an event
func get_editor_shortcut(event: InputEventKey) -> String:
var shortcuts: Dictionary = get_editor_shortcuts()
for key in shortcuts:
for shortcut in shortcuts.get(key, []):
if event.is_match(shortcut):
return key
return ""
## Get the current version
func get_version() -> String:
var config: ConfigFile = ConfigFile.new()
config.load(get_plugin_path() + "/plugin.cfg")
return config.get_value("plugin", "version")
## Get the current path of the plugin
func get_plugin_path() -> String:
return get_script().resource_path.get_base_dir()
## Update references to a moved file
func update_import_paths(from_path: String, to_path: String) -> void:
dialogue_cache.move_file_path(from_path, to_path)
# Reopen the file if it's already open
if main_view.current_file_path == from_path:
if to_path == "":
main_view.close_file(from_path)
else:
main_view.current_file_path = ""
main_view.open_file(to_path)
# Update any other files that import the moved file
var dependents = dialogue_cache.get_files_with_dependency(from_path)
for dependent in dependents:
dependent.dependencies.remove_at(dependent.dependencies.find(from_path))
dependent.dependencies.append(to_path)
# Update the live buffer
if main_view.current_file_path == dependent.path:
main_view.code_edit.text = main_view.code_edit.text.replace(from_path, to_path)
main_view.pristine_text = main_view.code_edit.text
# Open the file and update the path
var file: FileAccess = FileAccess.open(dependent.path, FileAccess.READ)
var text = file.get_as_text().replace(from_path, to_path)
file.close()
file = FileAccess.open(dependent.path, FileAccess.WRITE)
file.store_string(text)
file.close()
func _update_localization() -> void:
var dialogue_files = dialogue_cache.get_files()
# Add any new files to POT generation
var files_for_pot: PackedStringArray = ProjectSettings.get_setting("internationalization/locale/translations_pot_files", [])
var files_for_pot_changed: bool = false
for path in dialogue_files:
if not files_for_pot.has(path):
files_for_pot.append(path)
files_for_pot_changed = true
# Remove any POT references that don't exist any more
for i in range(files_for_pot.size() - 1, -1, -1):
var file_for_pot: String = files_for_pot[i]
if file_for_pot.get_extension() == "dialogue" and not dialogue_files.has(file_for_pot):
files_for_pot.remove_at(i)
files_for_pot_changed = true
# Update project settings if POT changed
if files_for_pot_changed:
ProjectSettings.set_setting("internationalization/locale/translations_pot_files", files_for_pot)
ProjectSettings.save()
### Callbacks
func _copy_dialogue_balloon() -> void:
var scale: float = get_editor_interface().get_editor_scale()
var directory_dialog: FileDialog = FileDialog.new()
var label: Label = Label.new()
label.text = "Dialogue balloon files will be copied into chosen directory."
directory_dialog.get_vbox().add_child(label)
directory_dialog.file_mode = FileDialog.FILE_MODE_OPEN_DIR
directory_dialog.min_size = Vector2(600, 500) * scale
directory_dialog.dir_selected.connect(func(path):
var plugin_path: String = get_plugin_path()
var is_dotnet: bool = DialogueSettings.check_for_dotnet_solution()
var balloon_path: String = path + ("/Balloon.tscn" if is_dotnet else "/balloon.tscn")
var balloon_script_path: String = path + ("/DialogueBalloon.cs" if is_dotnet else "/balloon.gd")
# Copy the balloon scene file and change the script reference
var is_small_window: bool = ProjectSettings.get_setting("display/window/size/viewport_width") < 400
var example_balloon_file_name: String = "small_example_balloon.tscn" if is_small_window else "example_balloon.tscn"
var example_balloon_script_file_name: String = "ExampleBalloon.cs" if is_dotnet else "example_balloon.gd"
var file: FileAccess = FileAccess.open(plugin_path + "/example_balloon/" + example_balloon_file_name, FileAccess.READ)
var file_contents: String = file.get_as_text().replace(plugin_path + "/example_balloon/example_balloon.gd", balloon_script_path)
file = FileAccess.open(balloon_path, FileAccess.WRITE)
file.store_string(file_contents)
file.close()
# Copy the script file
file = FileAccess.open(plugin_path + "/example_balloon/" + example_balloon_script_file_name, FileAccess.READ)
file_contents = file.get_as_text()
if is_dotnet:
file_contents = file_contents.replace("class ExampleBalloon", "class DialogueBalloon")
file = FileAccess.open(balloon_script_path, FileAccess.WRITE)
file.store_string(file_contents)
file.close()
get_editor_interface().get_resource_filesystem().scan()
get_editor_interface().get_file_system_dock().call_deferred("navigate_to_path", balloon_path)
DialogueSettings.set_setting("balloon_path", balloon_path)
directory_dialog.queue_free()
)
get_editor_interface().get_base_control().add_child(directory_dialog)
directory_dialog.popup_centered()
### Signals
func _on_files_moved(old_file: String, new_file: String) -> void:
update_import_paths(old_file, new_file)
DialogueSettings.move_recent_file(old_file, new_file)
func _on_file_removed(file: String) -> void:
update_import_paths(file, "")
if is_instance_valid(main_view):
main_view.close_file(file)