114 lines
3.1 KiB
GDScript
114 lines
3.1 KiB
GDScript
@tool
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extends EditorPlugin
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var VersionConversion = load("res://addons/gut/version_conversion.gd")
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var MenuManager = load("res://addons/gut/gut_menu.gd")
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var BottomPanelScene = preload('res://addons/gut/gui/GutBottomPanel.tscn')
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var GutEditorGlobals = load('res://addons/gut/gui/editor_globals.gd')
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var GutDock = load('res://addons/gut/gui/gut_dock.gd')
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var _bottom_panel : Control = null
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var _menu_mgr = null
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var _gut_button = null
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var _gut_window = null
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var _dock_mode = 'none'
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var _gut_dock = null
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func _init():
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if(VersionConversion.error_if_not_all_classes_imported()):
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return
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func _enter_tree():
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if(!_version_conversion()):
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return
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_bottom_panel = BottomPanelScene.instantiate()
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gut_as_panel()
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# ---------
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# I removed this delay because it was causing issues with the shortcut button.
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# The shortcut button wouldn't work right until load_shortcuts is called., but
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# the delay gave you 3 seconds to click it before they were loaded. This
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# await came with the conversion to 4 and probably isn't needed anymore.
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# I'm leaving it here becuase I don't know why it showed up to begin with
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# and if it's needed, it will be pretty hard to debug without seeing this.
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#
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# This should be deleted after the next release or two if not needed.
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# UPDATE:
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# I added it back in when doing the window stuff. Starting in a window
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# made it angry (don't remember how) until I added it back in.
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await get_tree().create_timer(1).timeout
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# ---
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_bottom_panel.set_interface(get_editor_interface())
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_bottom_panel.set_plugin(self)
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_bottom_panel.load_shortcuts()
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_menu_mgr = MenuManager.new()
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_bottom_panel._ctrls.run_at_cursor.menu_manager = _menu_mgr
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_bottom_panel.menu_manager = _menu_mgr
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add_tool_submenu_item("GUT", _menu_mgr.sub_menu)
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GutEditorGlobals.gut_plugin = self
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func _version_conversion():
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var EditorGlobals = load("res://addons/gut/gui/editor_globals.gd")
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EditorGlobals.create_temp_directory()
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if(VersionConversion.error_if_not_all_classes_imported()):
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return false
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VersionConversion.convert()
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return true
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func gut_as_panel():
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_gut_dock = GutDock.new()
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_gut_dock.title = "GUT"
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_gut_dock.default_slot = DOCK_SLOT_BOTTOM
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_gut_dock.set_global(false);
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_gut_dock.set_available_layouts(EditorDock.DOCK_LAYOUT_HORIZONTAL | EditorDock.DOCK_LAYOUT_FLOATING);
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add_dock(_gut_dock)
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_gut_dock.add_bottom_panel(_bottom_panel)
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_gut_dock.dock_shortcut = _bottom_panel.get_panel_shortcut()
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func toggle_windowed():
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push_warning("You have to right click the GUT tab and choos 'floating'. I cannot do this from a menu anymore.")
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func _exit_tree():
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remove_tool_menu_item("GUT")
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_menu_mgr = null
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GutEditorGlobals.user_prefs.save_it()
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_bottom_panel.menu_manager = null
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remove_dock(_gut_dock)
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_gut_dock.queue_free()
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remove_tool_menu_item("GUT") # made by _menu_mgr
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func show_output_panel():
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if(_gut_dock == null or !_gut_dock.is_inside_tree()):
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return
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var panel = null
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var kids = _gut_dock.get_parent().get_children()
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var idx = 0
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while(idx < kids.size() and panel == null):
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if(kids[idx].name == 'Output'):
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panel = kids[idx]
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idx += 1
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if(panel != null):
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panel.make_visible()
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