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

320 lines
12 KiB
GDScript

tool
extends MarginContainer
const ITEM_NAME_NODE = "VBoxContainer/Content/GridContainer/ItemName"
const GLOBAL_ID_NODE = "VBoxContainer/Content/GridContainer/ItemGlobalID"
const INTERACTIVE_NODE = "VBoxContainer/Content/GridContainer/StartsInteractiveCheckBox"
const ACTION_NODE = "VBoxContainer/Content/GridContainer/DefaultActionOption"
const PREVIEW_NODE = "VBoxContainer/Content/GridContainer/Preview/Preview"
const IMAGE_SIZE_NODE = "VBoxContainer/Content/GridContainer/ImageSize"
const IMAGE_PATH_NODE = "VBoxContainer/Content/GridContainer/ImagePath"
const LOAD_NODE = "LoadObjectGraphic/LoadObjectFileDialog"
const CONFIRM_NODE = "Windows/ConfirmationDialog"
const OBJECT_HEADING_NODE = "VBoxContainer/HelperHeading/CenterContainer/ObjectHeading"
const OBJECT_DESC_NODE = "VBoxContainer/Description/ObjectDescription"
const INVENTORY_HEADING_NODE = "VBoxContainer/HelperHeading/CenterContainer/InventoryHeading"
const INVENTORY_DESC_NODE = "VBoxContainer/Description/InventoryDescription"
const INVENTORY_PATH_NODE = "VBoxContainer/Content/GridContainer/InventoryPath"
const INVENTORY_PATH_LABEL_NODE = "VBoxContainer/Content/GridContainer/InventoryPathLabel"
const INVENTORY_PATH_SPACER_NODE = "VBoxContainer/Content/GridContainer/BlankItem7"
const CREATE_BUTTON_NODE = "VBoxContainer/Buttons/CenterContainer/HBoxContainer/CreateButton"
const ERROR_WINDOW_NODE = "Windows/ErrorDialog"
const INVENTORY_PREV_NODE = "VBoxContainer/Content/GridContainer/Preview/InventoryPreview"
const OBJECT_PREV_NODE = "VBoxContainer/Content/GridContainer/Preview/ObjectPreview"
const BACKGROUND_OBJ_NODE = "VBoxContainer/Control/CenterContainer/HBoxContainer/BackgroundObjectCheckBox"
const CHANGE_PATH_NODE = "VBoxContainer/Content/GridContainer/ChangePathButton"
var source_image:Image
var image_stream_texture:StreamTexture
var image_has_been_loaded:bool
var image_size:Vector2
var main_menu_requested:bool
var inventory_mode:bool
var settings_modified:bool
var preview_size:Vector2
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# Capture the size of the window before we update its contents so we have
# the absolute size before it gets scaled contents applied to it
preview_size = get_node(PREVIEW_NODE).rect_size
inventory_mode = not get_node(BACKGROUND_OBJ_NODE).pressed
item_creator_reset()
func item_creator_reset() -> void:
get_node(ITEM_NAME_NODE).text = "replace_me"
get_node(GLOBAL_ID_NODE).text = ""
get_node(IMAGE_PATH_NODE).text = ""
get_node(INTERACTIVE_NODE).pressed = true
if get_node(ACTION_NODE).get_item_count() > 0:
get_node(ACTION_NODE).clear()
for option_list in ["look", "pick up", "open", "close", "use", "push", "pull", "talk"]:
get_node(ACTION_NODE).add_item(option_list)
get_node(ACTION_NODE).selected = 0
image_size = Vector2.ZERO
image_has_been_loaded = false
main_menu_requested = false
settings_modified = false
get_node(PREVIEW_NODE).texture = null
if inventory_mode:
get_node(INVENTORY_PATH_NODE).text = ProjectSettings.get_setting("escoria/ui/inventory_items_path")
get_node(CREATE_BUTTON_NODE).text = "Create Inventory"
get_node(INVENTORY_PREV_NODE).visible = true
get_node(OBJECT_PREV_NODE).visible = false
for loop in [INVENTORY_PATH_NODE, INVENTORY_PATH_LABEL_NODE, INVENTORY_PATH_SPACER_NODE, \
CHANGE_PATH_NODE]:
get_node(loop).visible = true
else:
get_node(CREATE_BUTTON_NODE).text = "Create Object"
get_node(INVENTORY_PREV_NODE).visible = false
get_node(OBJECT_PREV_NODE).visible = true
for loop in [INVENTORY_PATH_NODE, INVENTORY_PATH_LABEL_NODE, INVENTORY_PATH_SPACER_NODE, \
CHANGE_PATH_NODE]:
get_node(loop).visible = false
for loop in [OBJECT_HEADING_NODE, OBJECT_DESC_NODE]:
get_node(loop).visible = not inventory_mode
for loop in [INVENTORY_HEADING_NODE, INVENTORY_DESC_NODE, INVENTORY_PATH_NODE]:
get_node(loop).visible = inventory_mode
$Windows/FileDialog.current_dir = ProjectSettings.get_setting("escoria/ui/inventory_items_path")
func resize_image() -> void:
# Calculate the scale to make the preview as big as possible in the preview window depending on
# the height to width ratio of the frame
image_size = image_stream_texture.get_size()
var preview_scale = Vector2.ONE
preview_scale.x = preview_size.x / image_size.x
preview_scale.y = preview_size.y / image_size.y
if preview_scale.y > preview_scale.x:
get_node(PREVIEW_NODE).rect_scale = Vector2(preview_scale.x, preview_scale.x)
else:
get_node(PREVIEW_NODE).rect_scale = Vector2(preview_scale.y, preview_scale.y)
func background_on_ItemName_text_changed(new_text: String) -> void:
get_node(GLOBAL_ID_NODE).text = new_text
settings_modified = true
func load_button_pressed() -> void:
get_node(LOAD_NODE).popup_centered()
func LoadObjectFileDialog_file_selected(path: String) -> void:
image_stream_texture = load(path)
get_node(PREVIEW_NODE).texture = image_stream_texture
resize_image()
get_node(IMAGE_SIZE_NODE).text = "(%s, %s)" % [image_size.x, image_size.y]
get_node(IMAGE_PATH_NODE).text = path
image_has_been_loaded = true
settings_modified = true
get_node(INVENTORY_PREV_NODE).visible = false
get_node(OBJECT_PREV_NODE).visible = false
func _on_CreateButton_pressed() -> void:
var inventory_path = ProjectSettings.get_setting("escoria/ui/inventory_items_path")
var directory_test = Directory.new();
if not directory_test.dir_exists(inventory_path):
get_node(ERROR_WINDOW_NODE).dialog_text = \
"Folder %s does not exist. Please create or change the destination" % inventory_path
get_node(ERROR_WINDOW_NODE).popup_centered()
return
if not image_has_been_loaded:
get_node(ERROR_WINDOW_NODE).dialog_text = \
"No image has been loaded."
get_node(ERROR_WINDOW_NODE).popup_centered()
return
if get_node(ITEM_NAME_NODE).text == "replace_me":
get_node(ERROR_WINDOW_NODE).dialog_text = \
"Please change the object name."
get_node(ERROR_WINDOW_NODE).popup_centered()
return
if inventory_mode == false:
if not EditorPlugin.new().get_editor_interface().get_selection().get_selected_nodes():
get_node(ERROR_WINDOW_NODE).dialog_text = \
"Please select a node in the scene tree\nto attach the object to."
get_node(ERROR_WINDOW_NODE).popup_centered()
return
var item = ESCItem.new()
item.name = get_node(ITEM_NAME_NODE).text
item.global_id = get_node(GLOBAL_ID_NODE).text
item.is_interactive = get_node(INTERACTIVE_NODE).pressed
item.tooltip_name = get_node(ITEM_NAME_NODE).text
var selected_index = get_node(ACTION_NODE).selected
item.default_action = get_node(ACTION_NODE).get_item_text(selected_index)
# Make the item by default it's usable straight out of the inventory
if inventory_mode == true:
var new_pool_array: PoolStringArray = item.combine_when_selected_action_is_in
new_pool_array.append("use")
item.combine_when_selected_action_is_in = new_pool_array
# Add Dialog Position to the background item
var interact_position = ESCLocation.new()
interact_position.name = "interact_position"
interact_position.position.y = image_size.y * 2
item.add_child(interact_position)
# Add Collision shape to the background item
var rectangle_shape = RectangleShape2D.new()
var collision_shape = CollisionShape2D.new()
collision_shape.shape = rectangle_shape
collision_shape.shape.extents = image_size / 2
item.add_child(collision_shape)
# Add sprite to the background item
var item_sprite = Sprite.new()
item_sprite.texture = get_node(PREVIEW_NODE).texture
item.add_child(item_sprite)
if not inventory_mode:
# Create in scene tree
# Attach to currently selected node in scene tree
var current_node = EditorPlugin.new().get_editor_interface().get_selection().get_selected_nodes()[0]
current_node.add_child(item)
var owning_node = get_tree().edited_scene_root
item.set_owner(owning_node)
# Make it so all the nodes can be seen in the scene tree
collision_shape.set_owner(owning_node)
interact_position.set_owner(owning_node)
item_sprite.set_owner(owning_node)
get_node("Windows/CreateCompleteDialog").dialog_text = \
"Background object %s created.\n\n" % item + \
"Note that you can right-click the node in the\n" + \
"scene tree and select \"Save branch as scene\"\n" + \
"if you'd like to reuse this item."
print("Background object %s created." % item)
get_node("Windows/CreateCompleteDialog").popup_centered()
else:
get_tree().edited_scene_root.add_child(item)
# Make it so all the nodes can be seen in the scene tree
collision_shape.set_owner(item)
interact_position.set_owner(item)
item_sprite.set_owner(item)
item.set_owner(get_tree().edited_scene_root)
# Export scene - create in inventory folder
var packed_scene = PackedScene.new()
packed_scene.pack(get_tree().edited_scene_root.get_node(item.name))
# Flag suggestions from https://godotengine.org/qa/50437/how-to-turn-a-node-into-a-packedscene-via-gdscript
var err = ResourceSaver.save("%s/%s.tscn" % [inventory_path, get_node(ITEM_NAME_NODE).text], packed_scene, \
ResourceSaver.FLAG_CHANGE_PATH|ResourceSaver.FLAG_REPLACE_SUBRESOURCE_PATHS)
if err:
get_node(ERROR_WINDOW_NODE).dialog_text = \
"Failed to save the item. Please make sure you can\n" + \
"write to the destination folder" % inventory_path
get_node(ERROR_WINDOW_NODE).popup_centered()
return
else:
item.queue_free()
get_tree().edited_scene_root.get_node(item.name).queue_free()
get_node("Windows/CreateCompleteDialog").dialog_text = \
"Inventory item %s/%s.tscn created." % [inventory_path, get_node(ITEM_NAME_NODE).text]
print("Inventory item %s/%s.tscn created." % [inventory_path, get_node(ITEM_NAME_NODE).text])
get_node("Windows/CreateCompleteDialog").popup_centered()
func Item_on_ClearButton_pressed() -> void:
if settings_modified == true:
main_menu_requested = false
get_node(CONFIRM_NODE).dialog_text = "WARNING!\n\n" + \
"If you continue you will lose the current object."
get_node(CONFIRM_NODE).popup_centered()
func _on_ObjectConfirmationDialog_confirmed() -> void:
if main_menu_requested == true:
switch_to_main_menu()
else:
item_creator_reset()
func Item_on_ExitButton_pressed() -> void:
if settings_modified == true:
main_menu_requested = true
get_node(CONFIRM_NODE).dialog_text = "WARNING!\n\n" + \
"If you continue you will lose the current object."
get_node(CONFIRM_NODE).popup_centered()
else:
switch_to_main_menu()
func switch_to_main_menu() -> void:
get_node("../Menu").visible = true
get_node("../ItemCreator").visible = false
func _on_StartsInteractiveCheckBox_pressed() -> void:
settings_modified = true
func _on_ItemGlobalID_text_changed(_new_text: String) -> void:
settings_modified = true
func _on_DefaultActionOption_item_selected(_index: int) -> void:
settings_modified = true
func _on_CreateCompleteDialog_confirmed() -> void:
item_creator_reset()
func _on_BackgroundObjectCheckBox_toggled(button_pressed: bool) -> void:
if button_pressed == false:
$VBoxContainer/Control/CenterContainer/HBoxContainer/InventoryItemCheckBox.set_pressed_no_signal(true)
inventory_mode = true
else:
$VBoxContainer/Control/CenterContainer/HBoxContainer/InventoryItemCheckBox.set_pressed_no_signal(false)
inventory_mode = false
item_creator_reset()
func _on_InventoryItemCheckBox_toggled(button_pressed: bool) -> void:
if button_pressed == false:
$VBoxContainer/Control/CenterContainer/HBoxContainer/BackgroundObjectCheckBox.set_pressed_no_signal(true)
inventory_mode = false
else:
$VBoxContainer/Control/CenterContainer/HBoxContainer/BackgroundObjectCheckBox.set_pressed_no_signal(false)
inventory_mode = true
item_creator_reset()
func _on_ChangePathButton_pressed():
$"Windows/FileDialog".popup_centered()
func _on_FileDialog_dir_selected(dir: String) -> void:
ProjectSettings.set_setting("escoria/ui/inventory_items_path", dir)
var property_info = {
"name": "escoria/ui/inventory_items_path",
"type": TYPE_STRING
}
ProjectSettings.add_property_info(property_info)
get_node(INVENTORY_PATH_NODE).text = dir