Files
gymkhana-actions/addons/escoria-core/plugin.gd
2023-06-06 19:28:49 +02:00

424 lines
8.2 KiB
GDScript

# Plugin script to initialize Escoria
tool
extends EditorPlugin
# The warning popup displayed on escoria-core enabling.
var popup_info: AcceptDialog
# Virtual function called when plugin is enabled.
func enable_plugin():
add_autoload_singleton(
"escoria",
"res://addons/escoria-core/game/esc_autoload.gd"
)
# Prepare settings
set_escoria_main_settings()
set_escoria_debug_settings()
set_escoria_ui_settings()
set_escoria_sound_settings()
set_escoria_platform_settings()
# Add input actions in InputMap
# if not InputMap.has_action(ESCInputsManager.SWITCH_ACTION_VERB):
# InputMap.add_action(ESCInputsManager.SWITCH_ACTION_VERB)
# if not InputMap.has_action(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT):
# InputMap.add_action(ESCInputsManager.ESC_SHOW_DEBUG_PROMPT)
# Define standard settings
ProjectSettings.set_setting(
"application/run/main_scene",
"res://addons/escoria-core/game/main_scene.tscn"
)
ProjectSettings.set_setting(
"audio/default_bus_layout",
"res://addons/escoria-core/default_bus_layout.tres"
)
popup_info = AcceptDialog.new()
popup_info.dialog_text = """You enabled escoria-core plugin.
Please ignore error messages in Output console and reload your project using
Godot editor's "Project / Reload Current Project" menu.
"""
popup_info.connect("confirmed", self, "_on_warning_popup_confirmed", [], CONNECT_ONESHOT)
get_editor_interface().get_editor_viewport().add_child(popup_info)
popup_info.popup_centered()
func _on_warning_popup_confirmed():
popup_info.queue_free()
# Virtual function called when plugin is disabled.
func disable_plugin():
remove_autoload_singleton("escoria")
# if InputMap.has_action(ESCInputsManager.SWITCH_ACTION_VERB):
# InputMap.erase_action(ESCInputsManager.SWITCH_ACTION_VERB)
# if InputMap.has_action(ESCInputsManager.SWITCH_ACTION_VERB):
# InputMap.erase_action(ESCInputsManager.SWITCH_ACTION_VERB)
# Setup Escoria
func _enter_tree():
pass
# Prepare the settings in the Escoria UI category
func set_escoria_ui_settings():
register_setting(
ESCProjectSettingsManager.DEFAULT_DIALOG_TYPE,
"",
{
"type": TYPE_STRING
}
)
print("DEFAULT DIALOG TYPE RESET !!!")
register_setting(
ESCProjectSettingsManager.GAME_SCENE,
"",
{
"name": ESCProjectSettingsManager.GAME_SCENE,
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.tscn, *.scn"
}
)
register_setting(
ESCProjectSettingsManager.INVENTORY_ITEMS_PATH,
"res://game/items/inventory/",
{
"name": ESCProjectSettingsManager.INVENTORY_ITEMS_PATH,
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
register_setting(
ESCProjectSettingsManager.DEFAULT_TRANSITION,
"curtain",
{
"name": ESCProjectSettingsManager.DEFAULT_TRANSITION,
"type": TYPE_STRING
}
)
register_setting(
ESCProjectSettingsManager.TRANSITION_PATHS,
[
"res://addons/escoria-core/game/scenes/transitions/shaders/"
],
{
"name": ESCProjectSettingsManager.TRANSITION_PATHS,
"type": TYPE_STRING_ARRAY,
"hint": PROPERTY_HINT_DIR
}
)
register_setting(
ESCProjectSettingsManager.INVENTORY_ITEM_SIZE,
Vector2(72, 72),
{
"name": ESCProjectSettingsManager.INVENTORY_ITEM_SIZE,
"type": TYPE_VECTOR2
}
)
register_setting(
ESCProjectSettingsManager.DIALOG_MANAGERS,
[],
{
"type": TYPE_STRING_ARRAY
}
)
# Prepare the settings in the Escoria main category
func set_escoria_main_settings():
register_setting(
ESCProjectSettingsManager.GAME_VERSION,
"",
{
"type": TYPE_STRING
}
)
register_setting(
ESCProjectSettingsManager.GAME_START_SCRIPT,
"",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.esc"
}
)
register_setting(
ESCProjectSettingsManager.ACTION_DEFAULT_SCRIPT,
"",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.esc"
}
)
register_setting(
ESCProjectSettingsManager.FORCE_QUIT,
true,
{
"type": TYPE_BOOL
}
)
register_setting(
ESCProjectSettingsManager.COMMAND_DIRECTORIES,
[
"res://addons/escoria-core/game/core-scripts/esc/commands"
],
{
"type": TYPE_ARRAY,
}
)
register_setting(
ESCProjectSettingsManager.TEXT_LANG,
TranslationServer.get_locale(),
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_NONE
}
)
register_setting(
ESCProjectSettingsManager.VOICE_LANG,
TranslationServer.get_locale(),
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_NONE
}
)
register_setting(
ESCProjectSettingsManager.SAVEGAMES_PATH,
"user://saves/",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
register_setting(
ESCProjectSettingsManager.SETTINGS_PATH,
"user://",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
register_setting(
ESCProjectSettingsManager.GAME_MIGRATION_PATH,
"",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
# Prepare the settings in the Escoria debug category
func set_escoria_debug_settings():
register_setting(
ESCProjectSettingsManager.TERMINATE_ON_WARNINGS,
false,
{
"type": TYPE_BOOL
}
)
register_setting(
ESCProjectSettingsManager.TERMINATE_ON_ERRORS,
true,
{
"type": TYPE_BOOL
}
)
register_setting(
ESCProjectSettingsManager.DEVELOPMENT_LANG,
"en",
{
"type": TYPE_STRING
}
)
register_setting(
ESCProjectSettingsManager.LOG_LEVEL,
"ERROR",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "ERROR,WARNING,INFO,DEBUG,TRACE"
}
)
register_setting(
ESCProjectSettingsManager.LOG_FILE_PATH,
"user://",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
register_setting(
ESCProjectSettingsManager.CRASH_MESSAGE,
"We're sorry, but the game crashed. Please send us the " +
"following files:\n\n%s",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_MULTILINE_TEXT
}
)
register_setting(
ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR,
false,
{
"type": TYPE_BOOL
}
)
register_setting(
ESCProjectSettingsManager.ROOM_SELECTOR_ROOM_DIR,
"",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
register_setting(
ESCProjectSettingsManager.ENABLE_HOVER_STACK_VIEWER,
false,
{
"type": TYPE_BOOL
}
)
# Prepare the settings in the Escoria sound settings
func set_escoria_sound_settings():
register_setting(
ESCProjectSettingsManager.MASTER_VOLUME,
1,
{
"type": TYPE_REAL,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
)
register_setting(
ESCProjectSettingsManager.MUSIC_VOLUME,
1,
{
"type": TYPE_REAL,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
)
register_setting(
ESCProjectSettingsManager.SFX_VOLUME,
1,
{
"type": TYPE_REAL,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
)
register_setting(
ESCProjectSettingsManager.SPEECH_VOLUME,
1,
{
"type": TYPE_REAL,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "0,1"
}
)
register_setting(
ESCProjectSettingsManager.SPEECH_ENABLED,
true,
{
"type": TYPE_BOOL
}
)
register_setting(
ESCProjectSettingsManager.SPEECH_FOLDER,
"res://speech",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
register_setting(
ESCProjectSettingsManager.SPEECH_EXTENSION,
"ogg",
{
"type": TYPE_STRING
}
)
# Prepare the settings in the Escoria platform category and may need special
# setting per build
func set_escoria_platform_settings():
# Skip cache - certain platforms (esp. mobile) lack memory for caching
# scenes.
# If set to true, all generic scenes (UI, inventory, etc) will be loaded
# as any other scene.
register_setting(
ESCProjectSettingsManager.SKIP_CACHE,
false,
{
"type": TYPE_BOOL
}
)
register_setting(
ESCProjectSettingsManager.SKIP_CACHE_MOBILE,
true,
{
"type": TYPE_BOOL
}
)
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
static func register_setting(name: String, default, info: Dictionary) -> void:
if not ProjectSettings.has_setting(name):
# Only core settings should set this to true. Settings configured in
# plugins should not set this to true.
info["core_setting"] = "true"
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)