resized textures, first draft of moving. TODO: Use cubecoordinates EVERYWHERE. Find out a way to check if moving would break a hive

This commit is contained in:
Sch1nken 2024-03-06 04:00:54 +01:00
parent aa4343309c
commit b9df0b4361
68 changed files with 1509 additions and 17 deletions

3
Globals/GameData.gd Normal file
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@ -0,0 +1,3 @@
extends Node
var is_player_black: bool = false

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@ -6,7 +6,7 @@ signal insect_placement_cancelled
signal insect_tile_selected(tile)
signal insect_tile_deselected(tile)
signal insect_tile_moved(tile, from, to)
signal insect_tile_moved(tile, to)
signal turn_started
signal turn_ended

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@ -1,4 +1,5 @@
extends Node3D
class_name HexGrid
@onready var placement_visualizer = $PlacementVisualizer
@ -18,6 +19,20 @@ var used_cells: Dictionary = {}
@export var layer_height: float = 0.4
# have all used_cells be saved as Vector4i (q, r, s, y)
class CellStorage:
var cells: Dictionary = {}
func add_cell(coords: CubeCoordinates, layer: int = 0) -> void:
pass
func remove_cell(coords: CubeCoordinates, layer: int = 0) -> void:
pass
func has_cell(cords: CubeCoordinates, layer: int = 0) -> bool:
return false
class CubeCoordinates:
@ -103,6 +118,12 @@ func get_3d_pos(position2D: Vector2):
var placements: Dictionary = {}
func is_cell_empty(coords: Vector2i) -> bool:
return !used_cells.has(coords)
func get_empty_neighbours(coords: Vector2i) -> Array[Vector2i]:
return get_neighbours(coords).filter(is_cell_empty)
func get_neighbours(coords: Vector2i) -> Array[Vector2i]:
return [
Vector2i(coords.x + 1, coords.y), Vector2i(coords.x + 1, coords.y - 1), Vector2i(coords.x, coords.y - 1),
@ -209,6 +230,7 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) ->
tile_copy.position = Vector3(hex_pos.x, 20.0, hex_pos.y)
tile_copy.resource = resource
tile_copy.is_black = is_black
tile_copy.coordinates = pos
var target_pos = Vector3(hex_pos.x, 0.0, hex_pos.y)
used_cells[Vector2i(pos.x, pos.y)] = tile_copy
@ -218,10 +240,52 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) ->
var tween = get_tree().create_tween()
tween.tween_property(tile_copy, "position", target_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
func _on_insect_tile_selected(tile: InsectTile) -> void:
if tile.resource.movement_behaviour == null:
return
var pos = world_to_hex_tile(Vector2(tile.position.x, tile.position.z))
var spaces = tile.resource.movement_behaviour.get_available_spaces(Vector2i(pos.q, pos.r), self)
for space in spaces:
var outline = HEX_OUTLINE.instantiate()
var hex_pos = flat_hex_to_world_position(AxialCoordinates.new(space.x, space.y))
outline.position = Vector3(hex_pos.x, 0.0, hex_pos.y)
outline.hex_pos = space
outline.visible = true
outline.insect_tile = tile
outline.is_moving = true
outline.insect_resource = tile.resource
outline.is_black = tile.is_black
placement_visualizer.add_child(outline)
placements[space] = outline
func _on_insect_tile_moved(tile: InsectTile, target: Vector2i) -> void:
used_cells.erase(tile.coordinates)
var new_hex_pos = flat_hex_to_world_position(AxialCoordinates.new(target.x, target.y))
var sky_new_hex_pos = Vector3(new_hex_pos.x, 20.0, new_hex_pos.y)
var ground_new_hex_pos = Vector3(new_hex_pos.x, 0.0, new_hex_pos.y)
#
var current_hex_pos = tile.position
var sky_current_hex_pos = tile.position + Vector3(0.0, 20.0, 0.0)
#
var tween = get_tree().create_tween()
tween.tween_property(tile, "position", sky_current_hex_pos, 0.5).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO)
tween.tween_property(tile, "position", sky_new_hex_pos, 0.0)
tween.tween_property(tile, "position", ground_new_hex_pos, 1.0).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
tile.coordinates = target
used_cells[target] = tile
func _ready() -> void:
GameEvents.insect_selected.connect(_on_insect_selected)
GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled)
GameEvents.insect_placed.connect(_on_insect_placed)
GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
return

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@ -5,10 +5,14 @@ var hovered: bool = false
var insect_resource: TileResource
var is_black: bool = false
var insect_tile: InsectTile
var hex_pos: Vector2i = Vector2i.ZERO
var tile: Node3D
var is_moving: bool = false
const BUILD_GHOST = preload("res://InsectTiles/BuildGhost.tscn")
# Called when the node enters the scene tree for the first time.
func _ready():
@ -16,7 +20,13 @@ func _ready():
print("Should not happen!")
return
GameEvents.insect_placed.connect(_on_insect_placed)
if is_moving:
GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
else:
GameEvents.insect_placed.connect(_on_insect_placed)
func _on_insect_tile_moved(tile: InsectTile, to: Vector2i) -> void:
queue_free()
func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) -> void:
queue_free()
@ -25,10 +35,10 @@ func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector2i) ->
func _process(delta):
if Input.is_action_just_pressed("place_tile"):
if hovered:
GameEvents.insect_placed.emit(insect_resource, is_black, hex_pos)
print("Place me pls")
pass
if is_moving:
GameEvents.insect_tile_moved.emit(insect_tile, hex_pos)
else:
GameEvents.insect_placed.emit(insect_resource, is_black, hex_pos)
func _on_mouse_entered():
hovered = true

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@ -0,0 +1,24 @@
shader_type spatial;
//Simple 3D shader to create a force-field effect inspired by Faultless Defense from Guilty Gear Xrd.
//In summary, it takes logic used for simple rim lighting and uses it to create the alpha instead.
render_mode unshaded;//depth_test_disable;
uniform vec4 albedo : source_color;
uniform vec4 emission_color : source_color;
uniform float emission_amount: hint_range(0.0, 16.0) = 5.0f;
uniform float rim_steepness : hint_range(0.0f, 16.0f) = 3.0f; //higher values mean a smaller rim.
void vertex() {
//UV=UV*uv_scale.xy+uv_offset.xy;
}
void fragment() {
vec2 base_uv = UV;
ALBEDO = albedo.rgb;
EMISSION = emission_color.rgb * emission_amount;
//float PI = 3.14159265359;
float NdotV = dot(NORMAL, VIEW);
float rim_light = pow(1.0 - NdotV, rim_steepness);
ALPHA = rim_light * emission_color.a;
}

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@ -0,0 +1,11 @@
[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://v74ro6pmr4hw"]
[ext_resource type="Shader" path="res://InsectTiles/HoverShader.gdshader" id="1_pk3ok"]
[resource]
render_priority = 0
shader = ExtResource("1_pk3ok")
shader_parameter/albedo = Color(0, 0, 0, 1)
shader_parameter/emission_color = Color(0, 0, 0, 1)
shader_parameter/emission_amount = 5.0
shader_parameter/rim_steepness = 0.214

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@ -22,3 +22,6 @@ surface_material_override/0 = SubResource("StandardMaterial3D_80f17")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("ConcavePolygonShape3D_oy7nn")
[connection signal="mouse_entered" from="." to="." method="_on_mouse_entered"]
[connection signal="mouse_exited" from="." to="." method="_on_mouse_exited"]

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@ -1,5 +1,5 @@
extends Resource
class_name MovementBehaviour
func get_available_spaces() -> Array:
func get_available_spaces(pos: Vector2i, map: HexGrid) -> Array[Vector2i]:
return []

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@ -1,2 +1,38 @@
extends MovementBehaviour
class_name MovementBehaviourBee
func can_reach(start: Vector2i, target: Vector2i, map: HexGrid) -> bool:
# if we have 5 potential spaces it can never be blocked
var cubepos: HexGrid.CubeCoordinates = map.axial_to_cube(HexGrid.AxialCoordinates.new(start.x, start.y))
var cubecoord = map.axial_to_cube(HexGrid.AxialCoordinates.new(target.x, target.y))
var cubetest: HexGrid.CubeCoordinates = map.axial_to_cube(HexGrid.AxialCoordinates.new(0, 0))
cubetest.q = cubecoord.q - cubepos.q
cubetest.r = cubecoord.r - cubepos.r
cubetest.s = cubecoord.s - cubepos.s
var left = get_left_neighbour(Vector3i(cubetest.q, cubetest.r, cubetest.s))
var right = get_right_neighbour(Vector3i(cubetest.q, cubetest.r, cubetest.s))
var left_coord = map.cube_to_axial(HexGrid.CubeCoordinates.new(left.x + cubepos.q, left.y + cubepos.r, left.z + cubepos.s))
var right_coord = map.cube_to_axial(HexGrid.CubeCoordinates.new(right.x + cubepos.q, right.y + cubepos.r, right.z + cubepos.s))
return map.is_cell_empty(Vector2i(left_coord.q, left_coord.r)) or map.is_cell_empty(Vector2i(right_coord.q, right_coord.r))
func get_left_neighbour(pos: Vector3i) -> Vector3i:
return Vector3(-pos.z, -pos.x, -pos.y)
func get_right_neighbour(pos: Vector3i) -> Vector3i:
return Vector3(-pos.y, -pos.z, -pos.x)
func get_available_spaces(pos: Vector2i, map: HexGrid) -> Array[Vector2i]:
var potential_spaces = map.get_empty_neighbours(pos)
var target_spaces: Array[Vector2i] = []
for neighbour in potential_spaces:
if can_reach(pos, neighbour, map):
target_spaces.append(neighbour)
return target_spaces

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@ -1,13 +1,18 @@
[gd_resource type="Resource" script_class="TileResource" load_steps=5 format=3 uid="uid://b70uxn2ofij8y"]
[gd_resource type="Resource" script_class="TileResource" load_steps=7 format=3 uid="uid://b70uxn2ofij8y"]
[ext_resource type="Material" uid="uid://b5rer8wc62ck3" path="res://InsectTiles/Materials/Bee_Black.tres" id="1_0fgqy"]
[ext_resource type="Script" path="res://Tile/TileResource.gd" id="1_o55be"]
[ext_resource type="Material" uid="uid://d4hyq81yydmpr" path="res://InsectTiles/Materials/Bee_White.tres" id="2_qr48e"]
[ext_resource type="Script" path="res://MovementBehaviour/Prefabs/MovementBehaviourBee.gd" id="3_eudvd"]
[ext_resource type="Texture2D" uid="uid://dkfybq7qex2og" path="res://InsectTiles/Assets/UI/bee.png" id="4_1he20"]
[sub_resource type="Resource" id="Resource_puwjs"]
script = ExtResource("3_eudvd")
[resource]
script = ExtResource("1_o55be")
tile_name = "Bee"
movement_behaviour = SubResource("Resource_puwjs")
material_black = ExtResource("1_0fgqy")
material_white = ExtResource("2_qr48e")
ui_texture = ExtResource("4_1he20")

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@ -1,13 +1,38 @@
extends Node
extends Area3D
class_name InsectTile
@export var coordinates: Vector4i
@export var coordinates: Vector2i
@export var is_black: bool = false
@export var resource: TileResource
@onready var hexagon_small = $HexagonSmall
var hovered: bool = false
var hover_shader: ShaderMaterial = preload("res://InsectTiles/HoverShader.tres")
var mat: StandardMaterial3D
func _ready() -> void:
if is_black:
hexagon_small.set_surface_override_material(0, resource.material_black)
hexagon_small.set_surface_override_material(0, resource.material_black.duplicate())
else:
hexagon_small.set_surface_override_material(0, resource.material_white)
hexagon_small.set_surface_override_material(0, resource.material_white.duplicate())
mat = hexagon_small.get_surface_override_material(0)
func _process(delta):
if Input.is_action_just_pressed("place_tile"):
if hovered:
GameEvents.insect_tile_selected.emit(self)
func _on_mouse_entered():
if GameData.is_player_black == is_black:
mat.next_pass = hover_shader
hovered = true
func _on_mouse_exited():
hovered = false
mat.next_pass = null

21
addons/script-ide/LICENSE Normal file
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@ -0,0 +1,21 @@
MIT License
Copyright (c) 2023 Marius Hanl
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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@ -0,0 +1,6 @@
extends PopupPanel
var input_listener: Callable
func _input(event: InputEvent) -> void:
input_listener.call(event)

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@ -0,0 +1,34 @@
# Script IDE
Transforms the Script UI into an IDE like UI. Tabs are used for navigating between scripts. The default Outline got an overhaul and now shows all members of the script (not just methods) with unique icons for faster navigation.
Features:
- Scripts are now shown as Tabs inside a TabContainer (No Script List by default, but can be toggled on again)
- The Outline is on the right side (can be changed to be on the left side again)
- The Outline got an overhaul and shows more than just the methods of the script. It includes the following members with a unique icon:
- Classes (Red Square)
- Constants (Red Circle)
- Signals (Yellow)
- Export variables (Orange)
- (Static) Variables (Red)
- Engine callback functions (Blue)
- (Static) Functions (Green)
- All the different members of the script can be hidden or made visible again. This allows fine control what should be visible (e.g. only signals, functions, ...)
- There is also the possibility to hide private members, this is all members starting with a '_'
- The Outline can be opened as Popup with a defined shortcut (more below). This allows to quickly search for a specific member and scroll to it
- You can navigate through the Outline with the arrow keys and scroll to the selected item by pressing `ENTER`
- The Outline (and Script List) can be toggled via `File -> Toggle Scripts Panel`. This will hide or show it
- The plugin is written with performance in mind, everything is very fast and works without any lags or stuttering.
All settings can be changed in the `Editor Settings` under `Plugin` -> `Script Ide`:
- `Open Outline Popup` = Shortcut to control how the Outline Popup should be triggered (default=CTRL+O or META+O)
- `Outline Position Right` = Flag to control whether the outline should be on the right or on the left side of the script editor (default=true)
- `Hide Private Members` = Flag to control whether private members (methods/variables/constants starting with '_') should be hidden in the Outline or not (default=false)
- `Script List Visible` = Flag to control whether the script list should still be visible or not (above the outline)
- All outline visibility settings
![Example of the outline](https://github.com/godotengine/godot/assets/66004280/30d04924-ba53-415d-b796-92b2fc086ff9)
![Example of the outline popup](https://github.com/godotengine/godot/assets/66004280/cad0e00e-dbb6-4d3d-980b-c36da6af2cb8)
![Example of the editor settings](https://github.com/godotengine/godot/assets/66004280/9cec7454-1a38-428b-97cc-886d0ce415bb)

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[plugin]
name="Script-IDE"
description="Transforms the Script UI into an IDE like UI. Tabs are used for navigating between scripts. The default Outline got an overhaul and now shows all members of the script (not just methods) with unique icons for faster navigation."
author="Marius Hanl"
version="1.2.7"
script="plugin.gd"

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addons/script-ide/plugin.gd Normal file
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@tool
extends EditorPlugin
## Editor setting path
const SCRIPT_IDE: StringName = &"plugin/script_ide/"
## Editor setting for the outline position
const OUTLINE_POSITION_RIGHT: StringName = SCRIPT_IDE + &"outline_position_right"
## Editor setting to control whether private members (annotated with '_' should be hidden or not)
const HIDE_PRIVATE_MEMBERS: StringName = SCRIPT_IDE + &"hide_private_members"
## Editor setting to control whether the script list should be visible or not
const SCRIPT_LIST_VISIBLE: StringName = SCRIPT_IDE + &"script_list_visible"
## Editor setting for the 'Open Outline Popup' shortcut
const OPEN_OUTLINE_POPUP: StringName = SCRIPT_IDE + &"open_outline_popup"
#region Outline icons
const keyword_icon: Texture2D = preload("res://addons/script-ide/icon/keyword.svg")
const func_icon: Texture2D = preload("res://addons/script-ide/icon/func.svg")
const func_get_icon: Texture2D = preload("res://addons/script-ide/icon/func_get.svg")
const func_set_icon: Texture2D = preload("res://addons/script-ide/icon/func_set.svg")
const property_icon: Texture2D = preload("res://addons/script-ide/icon/property.svg")
const export_icon: Texture2D = preload("res://addons/script-ide/icon/export.svg")
const signal_icon: Texture2D = preload("res://addons/script-ide/icon/signal.svg")
const constant_icon: Texture2D = preload("res://addons/script-ide/icon/constant.svg")
const class_icon: Texture2D = preload("res://addons/script-ide/icon/class.svg")
#endregion
const POPUP_SCRIPT: GDScript = preload("res://addons/script-ide/Popup.gd")
#region Editor settings
var is_outline_right: bool = true
var is_script_list_visible: bool = false
var hide_private_members: bool = false
var open_outline_popup: Shortcut
#endregion
var suppress_settings_sync: bool = false
#region Existing controls we modify
var outline_container: Control
var outline_parent: Node
var scripts_tab_container: TabContainer
var scripts_tab_bar: TabBar
var scripts_item_list: ItemList
var split_container: HSplitContainer
var old_outline: ItemList
var filter_txt: LineEdit
var sort_btn: Button
#endregion
#region Own controls we add
var outline: ItemList
var outline_popup: PopupPanel
var filter_box: HBoxContainer
var class_btn: Button
var constant_btn: Button
var signal_btn: Button
var property_btn: Button
var export_btn: Button
var func_btn: Button
var engine_func_btn: Button
#endregion
var keywords: Dictionary = {} # Basically used as Set, since Godot has none. [String, int = 0]
var outline_cache: OutlineCache
var tab_state: TabStateCache
var old_script_editor_base: ScriptEditorBase
var old_script_type: StringName
var selected_tab: int = -1
var last_tab_hovered: int = -1
var sync_script_list: bool
#region Enter / Exit -> Plugin setup
## Change the Godot script UI and transform into an IDE like UI
func _enter_tree() -> void:
is_outline_right = get_setting(OUTLINE_POSITION_RIGHT, is_outline_right)
hide_private_members = get_setting(HIDE_PRIVATE_MEMBERS, hide_private_members)
is_script_list_visible = get_setting(SCRIPT_LIST_VISIBLE, is_script_list_visible)
var editor_settings: EditorSettings = get_editor_settings()
if (!editor_settings.has_setting(OPEN_OUTLINE_POPUP)):
var shortcut: Shortcut = Shortcut.new()
var event: InputEventKey = InputEventKey.new()
event.device = -1
event.ctrl_pressed = true
event.keycode = KEY_O
var event2: InputEventKey = InputEventKey.new()
event2.device = -1
event2.meta_pressed = true
event2.keycode = KEY_O
shortcut.events = [ event, event2 ]
editor_settings.set_setting(OPEN_OUTLINE_POPUP, shortcut)
editor_settings.set_initial_value(OPEN_OUTLINE_POPUP, shortcut, false)
open_outline_popup = editor_settings.get_setting(OPEN_OUTLINE_POPUP)
# Update on filesystem changed (e.g. save operation).
var file_system: EditorFileSystem = get_editor_interface().get_resource_filesystem()
file_system.filesystem_changed.connect(schedule_update)
# Make tab container visible
var script_editor: ScriptEditor = get_editor_interface().get_script_editor()
scripts_tab_container = find_or_null(script_editor.find_children("*", "TabContainer", true, false))
if (scripts_tab_container != null):
scripts_tab_bar = scripts_tab_container.get_tab_bar()
tab_state = TabStateCache.new()
tab_state.save(scripts_tab_container, scripts_tab_bar)
scripts_tab_container.tabs_visible = true
scripts_tab_container.drag_to_rearrange_enabled = true
if (scripts_tab_bar != null):
scripts_tab_bar.tab_close_display_policy = TabBar.CLOSE_BUTTON_SHOW_ACTIVE_ONLY
scripts_tab_bar.drag_to_rearrange_enabled = true
scripts_tab_bar.select_with_rmb = true
scripts_tab_bar.tab_close_pressed.connect(on_tab_close)
scripts_tab_bar.tab_rmb_clicked.connect(on_tab_rmb)
scripts_tab_bar.tab_hovered.connect(on_tab_hovered)
scripts_tab_bar.mouse_exited.connect(on_tab_bar_mouse_exited)
scripts_tab_bar.active_tab_rearranged.connect(on_active_tab_rearranged)
scripts_tab_bar.gui_input.connect(on_tab_bar_gui_input)
scripts_tab_bar.tab_changed.connect(on_tab_changed)
# Change script item list visibility
scripts_item_list = find_or_null(script_editor.find_children("*", "ItemList", true, false))
if (scripts_item_list != null):
update_script_list_visibility()
# Remove existing outline and add own outline
split_container = find_or_null(script_editor.find_children("*", "HSplitContainer", true, false))
if (split_container != null):
outline_container = split_container.get_child(0)
if (is_outline_right):
update_outline_position()
old_outline = find_or_null(outline_container.find_children("*", "ItemList", true, false), 1)
outline_parent = old_outline.get_parent()
outline_parent.remove_child(old_outline)
outline = ItemList.new()
outline.allow_reselect = true
outline.size_flags_vertical = Control.SIZE_EXPAND_FILL
outline_parent.add_child(outline)
outline.item_selected.connect(scroll_to_index)
# Add a filter box for all kind of members
filter_box = HBoxContainer.new()
engine_func_btn = create_filter_btn(keyword_icon, "Engine callbacks")
filter_box.add_child(engine_func_btn)
func_btn = create_filter_btn(func_icon, "Functions")
filter_box.add_child(func_btn)
signal_btn = create_filter_btn(signal_icon, "Signals")
filter_box.add_child(signal_btn)
export_btn = create_filter_btn(export_icon, "Exported properties")
filter_box.add_child(export_btn)
property_btn = create_filter_btn(property_icon, "Properties")
filter_box.add_child(property_btn)
class_btn = create_filter_btn(class_icon, "Classes")
filter_box.add_child(class_btn)
constant_btn = create_filter_btn(constant_icon, "Constants")
filter_box.add_child(constant_btn)
outline.get_parent().add_child(filter_box)
outline.get_parent().move_child(filter_box, outline.get_index())
# Callback when the filter changed
filter_txt = find_or_null(outline_container.find_children("*", "LineEdit", true, false), 1)
filter_txt.text_changed.connect(update_outline.unbind(1))
# Callback when the sorting changed
sort_btn = find_or_null(outline_container.find_children("*", "Button", true, false))
sort_btn.pressed.connect(update_outline)
get_editor_settings().settings_changed.connect(sync_settings)
on_tab_changed(scripts_tab_bar.current_tab)
## Restore the old Godot script UI and free everything we created
func _exit_tree() -> void:
var file_system: EditorFileSystem = get_editor_interface().get_resource_filesystem()
file_system.filesystem_changed.disconnect(schedule_update)
if (old_script_editor_base != null):
old_script_editor_base.edited_script_changed.disconnect(update_selected_tab)
if (split_container != null):
if (split_container != outline_container.get_parent()):
split_container.add_child(outline_container)
# Try to restore the previous split offset.
if (is_outline_right):
var split_offset: float = split_container.get_child(1).size.x
split_container.split_offset = split_offset
split_container.move_child(outline_container, 0)
filter_txt.text_changed.disconnect(update_outline)
sort_btn.pressed.disconnect(update_outline)
outline.item_selected.disconnect(scroll_to_index)
outline_parent.remove_child(filter_box)
outline_parent.remove_child(outline)
outline_parent.add_child(old_outline)
outline_parent.move_child(old_outline, 1)
filter_box.free()
outline.free()
if (scripts_tab_container != null):
tab_state.restore(scripts_tab_container, scripts_tab_bar)
if (scripts_tab_bar != null):
scripts_tab_bar.mouse_exited.disconnect(on_tab_bar_mouse_exited)
scripts_tab_bar.gui_input.disconnect(on_tab_bar_gui_input)
scripts_tab_bar.tab_close_pressed.disconnect(on_tab_close)
scripts_tab_bar.tab_rmb_clicked.disconnect(on_tab_rmb)
scripts_tab_bar.tab_hovered.disconnect(on_tab_hovered)
scripts_tab_bar.active_tab_rearranged.disconnect(on_active_tab_rearranged)
scripts_tab_bar.tab_changed.disconnect(on_tab_changed)
if (scripts_item_list != null):
scripts_item_list.get_parent().visible = true
if (outline_popup != null):
outline_popup.hide()
get_editor_settings().settings_changed.disconnect(sync_settings)
#endregion
## Lazy pattern to update the editor only once per frame
func _process(delta: float) -> void:
update_editor()
set_process(false)
#region Input handling -> Popup
## Add navigation to the Outline
func _input(event: InputEvent) -> void:
if (!filter_txt.has_focus()):
return
if (event.is_action_pressed("ui_text_submit")):
var items: PackedInt32Array = outline.get_selected_items()
if (items.is_empty()):
return
var index: int = items[0]
scroll_to_index(index)
if (event.is_action_pressed("ui_down", true)):
var items: PackedInt32Array = outline.get_selected_items()
var index: int
if (items.is_empty()):
index = -1
else:
index = items[0]
if (index == outline.item_count - 1):
return
index += 1
outline.select(index)
outline.ensure_current_is_visible()
get_viewport().set_input_as_handled()
elif (event.is_action_pressed("ui_up", true)):
var items: PackedInt32Array = outline.get_selected_items()
var index: int
if (items.is_empty()):
index = outline.item_count
else:
index = items[0]
if (index == 0):
return
index -= 1
outline.select(index)
outline.ensure_current_is_visible()
get_viewport().set_input_as_handled()
## Triggers the Outline popup
func _unhandled_key_input(event: InputEvent) -> void:
if !(event is InputEventKey):
return
if (open_outline_popup.matches_event(event)):
get_viewport().set_input_as_handled()
var button_flags: Array[bool] = []
for child in filter_box.get_children():
var btn: Button = child
button_flags.append(btn.button_pressed)
btn.button_pressed = true
var old_text: String = filter_txt.text
filter_txt.text = ""
outline_popup = POPUP_SCRIPT.new()
outline_popup.input_listener = _input
var outline_initially_closed: bool = !outline_container.visible
if (outline_initially_closed):
outline_container.visible = true
outline_container.reparent(outline_popup)
var script_editor: ScriptEditor = get_editor_interface().get_script_editor()
outline_popup.popup_hide.connect(func():
if outline_initially_closed:
outline_container.visible = false
outline_container.reparent(split_container)
if (!is_outline_right):
split_container.move_child(outline_container, 0)
filter_txt.text = old_text
var index: int = 0
for flag in button_flags:
var btn: Button = filter_box.get_child(index)
btn.button_pressed = flag
index += 1
outline_popup.queue_free()
outline_popup = null
update_outline()
)
var window_rect: Rect2
if (script_editor.get_parent().get_parent() is Window):
# Popup mode
var window: Window = script_editor.get_parent().get_parent()
window_rect = window.get_visible_rect()
else:
window_rect = get_editor_interface().get_base_control().get_rect()
var size: Vector2i = Vector2i(400, 550)
var x: int = window_rect.size.x / 2 - size.x / 2
var y: int = window_rect.size.y / 2 - size.y / 2
var position: Vector2i = Vector2i(x, y)
outline_popup.popup_exclusive_on_parent(script_editor, Rect2i(position, size))
filter_txt.grab_focus()
update_outline()
#endregion
## Schedules an update on the frame
func schedule_update():
set_process(true)
## Updates all parts of the editor needed to be synchronized with the file system.
func update_editor():
if (sync_script_list):
sync_tab_with_script_list()
sync_script_list = false
update_tabs()
update_outline_cache()
update_outline()
func get_current_script() -> Script:
var script_editor: ScriptEditor = get_editor_interface().get_script_editor()
return script_editor.get_current_script()
func scroll_to_index(selected_idx: int):
if (outline_popup != null):
outline_popup.hide.call_deferred()
var script: Script = get_current_script()
if (!script):
return
var text: String = outline.get_item_text(selected_idx)
var metadata: Dictionary = outline.get_item_metadata(selected_idx)
var modifier: String = metadata["modifier"]
var type: String = metadata["type"]
var type_with_text: String = type + " " + text
if (type == "func"):
type_with_text = type_with_text + "("
var source_code: String = script.get_source_code()
var lines: PackedStringArray = source_code.split("\n")
var index: int = 0
for line in lines:
# Easy case, like 'var abc'
if (line.begins_with(type_with_text)):
goto_line(index)
return
# We have an modifier, e.g. 'static'
if (modifier != "" && line.begins_with(modifier)):
if (line.begins_with(modifier + " " + type_with_text)):
goto_line(index)
return
# Special case: An 'enum' is treated different.
elif (modifier == "enum" && line.contains("enum " + text)):
goto_line(index)
return
# Hard case, probably something like '@onready var abc'
if (type == "var" && line.contains(type_with_text)):
goto_line(index)
return
index += 1
push_error(type_with_text + " or " + modifier + " not found in source code")
func goto_line(index: int):
var script_editor: ScriptEditor = get_editor_interface().get_script_editor()
script_editor.goto_line(index)
var code_edit: CodeEdit = script_editor.get_current_editor().get_base_editor()
code_edit.set_caret_line(index)
code_edit.set_caret_column(0)
code_edit.set_v_scroll(index)
code_edit.set_h_scroll(0)
func create_filter_btn(icon: Texture2D, title: String) -> Button:
var btn: Button = Button.new()
btn.toggle_mode = true
btn.icon = icon
btn.icon_alignment = HORIZONTAL_ALIGNMENT_CENTER
btn.tooltip_text = title
var property: StringName = as_setting(title)
btn.set_meta("property", property)
btn.button_pressed = get_setting(property, true)
btn.toggled.connect(on_filter_button_pressed.bind(btn))
btn.add_theme_color_override("icon_pressed_color", Color.WHITE)
btn.add_theme_color_override("icon_hover_color", Color.WHITE)
btn.add_theme_color_override("icon_focus_color", Color.WHITE)
var style_box_empty: StyleBoxEmpty = StyleBoxEmpty.new()
style_box_empty.set_content_margin_all(4 * get_editor_scale())
btn.add_theme_stylebox_override("normal", style_box_empty)
var style_box: StyleBoxFlat = StyleBoxFlat.new()
style_box.draw_center = false
style_box.border_color = Color(0.41, 0.61, 0.91)
style_box.set_border_width_all(1 * get_editor_scale())
style_box.set_corner_radius_all(3 * get_editor_scale())
btn.add_theme_stylebox_override("focus", style_box)
return btn
func on_filter_button_pressed(pressed: bool, btn: Button):
set_setting(btn.get_meta("property"), pressed)
update_outline()
func update_outline_position():
if (is_outline_right):
# Try to restore the previous split offset.
var split_offset: float = split_container.get_child(1).size.x
split_container.split_offset = split_offset
split_container.move_child(outline_container, 1)
else:
split_container.move_child(outline_container, 0)
func update_script_list_visibility():
scripts_item_list.get_parent().visible = is_script_list_visible
func sync_settings():
if (suppress_settings_sync):
return
var changed_settings: PackedStringArray = get_editor_settings().get_changed_settings()
for setting in changed_settings:
if (!setting.begins_with(SCRIPT_IDE)):
continue
if (setting == OUTLINE_POSITION_RIGHT):
# Update outline position.
var new_outline_right: bool = get_setting(OUTLINE_POSITION_RIGHT, is_outline_right)
if (new_outline_right != is_outline_right):
is_outline_right = new_outline_right
update_outline_position()
elif (setting == HIDE_PRIVATE_MEMBERS):
# Update cache and outline to reflect the private members setting.
var new_hide_private_members: bool = get_setting(HIDE_PRIVATE_MEMBERS, hide_private_members)
if (new_hide_private_members != hide_private_members):
hide_private_members = new_hide_private_members
update_outline_cache()
update_outline()
elif (setting == OPEN_OUTLINE_POPUP):
# Update show outline popup shortcut.
open_outline_popup = get_editor_settings().get_setting(OPEN_OUTLINE_POPUP)
elif (setting == SCRIPT_LIST_VISIBLE):
# Update the script list visibility
var new_script_list_visible: bool = get_setting(SCRIPT_LIST_VISIBLE, is_script_list_visible)
if (new_script_list_visible != is_script_list_visible):
is_script_list_visible = new_script_list_visible
update_script_list_visibility()
else:
# Update filter buttons.
for btn_node in filter_box.get_children():
var btn: Button = btn_node
var property: StringName = btn.get_meta("property")
btn.button_pressed = get_setting(property, btn.button_pressed)
func as_setting(property: String) -> StringName:
return SCRIPT_IDE + property.to_lower().replace(" ", "_")
func get_setting(property: StringName, alt: bool) -> bool:
var editor_settings: EditorSettings = get_editor_settings()
if (editor_settings.has_setting(property)):
return editor_settings.get_setting(property)
else:
editor_settings.set_setting(property, alt)
editor_settings.set_initial_value(property, alt, false)
return alt
func set_setting(property: StringName, value: bool):
var editor_settings: EditorSettings = get_editor_settings()
suppress_settings_sync = true
editor_settings.set_setting(property, value)
suppress_settings_sync = false
func on_tab_changed(idx: int):
selected_tab = idx;
if (old_script_editor_base != null):
old_script_editor_base.edited_script_changed.disconnect(update_selected_tab)
old_script_editor_base = null
var script_editor: ScriptEditor = get_editor_interface().get_script_editor()
var script_editor_base: ScriptEditorBase = script_editor.get_current_editor()
if (script_editor_base != null):
script_editor_base.edited_script_changed.connect(update_selected_tab)
old_script_editor_base = script_editor_base
sync_script_list = true
schedule_update()
func update_selected_tab():
if (selected_tab == -1):
return
if (scripts_item_list.item_count == 0):
return
scripts_tab_container.set_tab_title(selected_tab, scripts_item_list.get_item_text(selected_tab))
scripts_tab_container.set_tab_icon(selected_tab, scripts_item_list.get_item_icon(selected_tab))
func update_tabs():
for index in scripts_tab_container.get_tab_count():
scripts_tab_container.set_tab_title(index, scripts_item_list.get_item_text(index))
scripts_tab_container.set_tab_icon(index, scripts_item_list.get_item_icon(index))
#region Outline (cache) update
func update_keywords(script: Script):
if (script == null):
return
var new_script_type: StringName = script.get_instance_base_type()
if (old_script_type != new_script_type):
old_script_type = new_script_type
keywords.clear()
keywords["_static_init"] = 0
register_virtual_methods(new_script_type)
func register_virtual_methods(clazz: String):
for method in ClassDB.class_get_method_list(clazz):
if method.flags & METHOD_FLAG_VIRTUAL > 0:
keywords[method.name] = 0
func update_outline_cache():
outline_cache = null
var script: Script = get_current_script()
if (!script):
return
update_keywords(script)
# Check if built-in script. In this case we need to duplicate it.
if (script.get_path().contains(".tscn::GDScript")):
script = script.duplicate()
outline_cache = OutlineCache.new()
# Collect all script members.
for_each_script_member(script, func(array: Array[String], item: String): array.append(item))
# Remove script members that only exist in the base script (which includes the base of the base etc.).
# Note: The method that only collects script members without including the base script(s)
# is not exposed to GDScript.
var base_script: Script = script.get_base_script()
if (base_script != null):
for_each_script_member(base_script, func(array: Array[String], item: String): array.erase(item))
func for_each_script_member(script: Script, consumer: Callable):
# Functions / Methods
for dict in script.get_script_method_list():
var func_name: String = dict["name"]
if (keywords.has(func_name)):
consumer.call(outline_cache.engine_funcs, func_name)
else:
if hide_private_members && func_name.begins_with("_"):
continue
# Inline getter/setter will normally be shown as '@...getter', '@...setter'.
# Since we already show the variable itself, we will skip those.
if (func_name.begins_with("@")):
continue
consumer.call(outline_cache.funcs, func_name)
# Properties / Exported variables
for dict in script.get_script_property_list():
var property: String = dict["name"]
if hide_private_members && property.begins_with("_"):
continue
var usage: int = dict["usage"]
if (usage & PROPERTY_USAGE_SCRIPT_VARIABLE):
if (usage & PROPERTY_USAGE_STORAGE && usage & PROPERTY_USAGE_EDITOR):
consumer.call(outline_cache.exports, property)
else:
consumer.call(outline_cache.properties, property)
# Static variables (are separated for whatever reason)
for dict in script.get_property_list():
var property: String = dict["name"]
if hide_private_members && property.begins_with("_"):
continue
var usage: int = dict["usage"]
if (usage & PROPERTY_USAGE_SCRIPT_VARIABLE):
consumer.call(outline_cache.properties, property)
# Signals
for dict in script.get_script_signal_list():
var signal_name: String = dict["name"]
consumer.call(outline_cache.signals, signal_name)
# Constants / Classes
for name_key in script.get_script_constant_map():
if hide_private_members && name_key.begins_with("_"):
continue
var object: Variant = script.get_script_constant_map().get(name_key)
if (object is GDScript && object.get_instance_base_type() == "RefCounted"):
consumer.call(outline_cache.classes, name_key)
else:
consumer.call(outline_cache.constants, name_key)
func update_outline():
outline.clear()
if (outline_cache == null):
return
# Classes
if (class_btn.button_pressed):
add_to_outline(outline_cache.classes, class_icon, "class")
# Constants
if (constant_btn.button_pressed):
add_to_outline(outline_cache.constants, constant_icon, "const", "enum")
# Properties
if (property_btn.button_pressed):
add_to_outline(outline_cache.properties, property_icon, "var")
# Exports
if (export_btn.button_pressed):
add_to_outline(outline_cache.exports, export_icon, "var", "@export")
# Signals
if (signal_btn.button_pressed):
add_to_outline(outline_cache.signals, signal_icon, "signal")
# Functions
if (func_btn.button_pressed):
add_to_outline_ext(outline_cache.funcs, get_icon, "func", "static")
# Engine functions
if (engine_func_btn.button_pressed):
add_to_outline(outline_cache.engine_funcs, keyword_icon, "func")
func add_to_outline(items: Array[String], icon: Texture2D, type: String, modifier: String = ""):
add_to_outline_ext(items, func(str: String): return icon, type, modifier)
func add_to_outline_ext(items: Array[String], icon_callable: Callable, type: String, modifier: String = ""):
var text: String = filter_txt.get_text()
var move_index: int = 0
if (is_sorted()):
items = items.duplicate()
items.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0)
for item in items:
if (text.is_empty() || text.is_subsequence_ofn(item)):
var icon: Texture2D = icon_callable.call(item)
outline.add_item(item, icon, true)
var dict: Dictionary = {
"type": type,
"modifier": modifier
}
outline.set_item_metadata(outline.item_count - 1, dict)
# Only activate the tooltip when we do not show the outline in the popup.
outline.set_item_tooltip_enabled(outline.item_count - 1, outline_popup == null)
outline.move_item(outline.item_count - 1, move_index)
move_index += 1
func get_icon(func_name: String) -> Texture2D:
var icon: Texture2D = func_icon
if (func_name.begins_with("get")):
icon = func_get_icon
elif (func_name.begins_with("set")):
icon = func_set_icon
return icon
#endregion
func sync_tab_with_script_list():
# For some reason the selected tab is wrong. Looks like a Godot bug.
if (selected_tab >= scripts_item_list.item_count):
selected_tab = scripts_tab_bar.current_tab
# Hide filter and outline for non .gd scripts.
var is_script: bool = get_current_script() != null
filter_box.visible = is_script
outline.visible = is_script
# Sync with script item list.
if (selected_tab != -1 && scripts_item_list.item_count > 0 && !scripts_item_list.is_selected(selected_tab)):
scripts_item_list.select(selected_tab)
scripts_item_list.item_selected.emit(selected_tab)
scripts_item_list.ensure_current_is_visible()
func trigger_script_editor_update_script_names():
var script_editor: ScriptEditor = get_editor_interface().get_script_editor()
# for now it is the only way to trigger script_editor._update_script_names
script_editor.notification(Control.NOTIFICATION_THEME_CHANGED)
#region Tab Handling
func on_tab_bar_mouse_exited():
last_tab_hovered = -1
func on_tab_hovered(idx: int):
last_tab_hovered = idx
func on_tab_bar_gui_input(event: InputEvent):
if last_tab_hovered == -1:
return
if event is InputEventMouseMotion:
scripts_tab_bar.tooltip_text = get_res_path(last_tab_hovered)
if event is InputEventMouseButton:
if event.is_pressed() and event.button_index == MOUSE_BUTTON_MIDDLE:
simulate_item_clicked(last_tab_hovered, MOUSE_BUTTON_MIDDLE)
func on_active_tab_rearranged(idx_to: int):
var control: Control = scripts_tab_container.get_tab_control(selected_tab)
if (!control):
return
scripts_tab_container.move_child(control, idx_to)
scripts_tab_container.current_tab = scripts_tab_container.current_tab
selected_tab = scripts_tab_container.current_tab
trigger_script_editor_update_script_names()
func get_res_path(idx: int) -> String:
var tab_control: Control = scripts_tab_container.get_tab_control(idx)
if (tab_control == null):
return ''
var path_var: Variant = tab_control.get("metadata/_edit_res_path")
if (path_var == null):
return ''
return path_var
func on_tab_rmb(tab_idx: int):
simulate_item_clicked(tab_idx, MOUSE_BUTTON_RIGHT)
func on_tab_close(tab_idx: int):
simulate_item_clicked(tab_idx, MOUSE_BUTTON_MIDDLE)
func simulate_item_clicked(tab_idx: int, mouse_idx: int):
scripts_item_list.item_clicked.emit(tab_idx, scripts_item_list.get_local_mouse_position(), mouse_idx)
#endregion
func get_editor_scale() -> float:
return get_editor_interface().get_editor_scale()
func is_sorted() -> bool:
return get_editor_settings().get_setting("text_editor/script_list/sort_members_outline_alphabetically")
func get_editor_settings() -> EditorSettings:
return get_editor_interface().get_editor_settings()
static func find_or_null(arr: Array[Node], index: int = 0) -> Node:
if arr.is_empty():
return null
return arr[index]
class OutlineCache:
var classes: Array[String] = []
var constants: Array[String] = []
var signals: Array[String] = []
var exports: Array[String] = []
var properties: Array[String] = []
var funcs: Array[String] = []
var engine_funcs: Array[String] = []
class TabStateCache:
var tabs_visible: bool
var drag_to_rearrange_enabled: bool
var tab_bar_drag_to_rearrange_enabled: bool
var tab_close_display_policy: TabBar.CloseButtonDisplayPolicy
var select_with_rmb: bool
func save(tab_container: TabContainer, tab_bar: TabBar):
if (tab_container != null):
tabs_visible = tab_container.tabs_visible
drag_to_rearrange_enabled = tab_container.drag_to_rearrange_enabled
if (tab_bar != null):
tab_bar_drag_to_rearrange_enabled = tab_bar.drag_to_rearrange_enabled
tab_close_display_policy = tab_bar.tab_close_display_policy
select_with_rmb = tab_bar.select_with_rmb
func restore(tab_container: TabContainer, tab_bar: TabBar):
if (tab_container != null):
tab_container.tabs_visible = tabs_visible
tab_container.drag_to_rearrange_enabled = drag_to_rearrange_enabled
if (tab_bar != null):
tab_bar.drag_to_rearrange_enabled = drag_to_rearrange_enabled
tab_bar.tab_close_display_policy = tab_close_display_policy
tab_bar.select_with_rmb = select_with_rmb

View file

@ -82,8 +82,8 @@ camera_attributes = SubResource("CameraAttributesPractical_41x5h")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.843961, -0.46784, 0.262404, -0.0775016, 0.377705, 0.922677, -0.530777, -0.79904, 0.28251, 0.262159, 3.27869, -0.104568)
light_bake_mode = 0
shadow_enabled = true
directional_shadow_blend_splits = true
script = ExtResource("6_uu0ab")
[node name="BuildMenu" type="Control" parent="."]

View file

@ -18,6 +18,11 @@ config/icon="res://icon.svg"
[autoload]
GameEvents="*res://Globals/GameEvents.gd"
GameData="*res://Globals/GameData.gd"
[editor_plugins]
enabled=PackedStringArray("res://addons/script-ide/plugin.cfg")
[input]
@ -71,3 +76,12 @@ deselect_tile={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
]
}
select_tile={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
[rendering]
mesh_lod/lod_change/threshold_pixels=0.0