Files
Super-Mario-Bros.-Remastere…/addons/mod_tool/interface/panel/tools_panel.gd
2025-09-13 16:30:32 +01:00

211 lines
6.0 KiB
GDScript

@tool
class_name ModToolsPanel
extends Control
# passed from the EditorPlugin
var mod_tool_store: ModToolStore
var editor_plugin: EditorPlugin: set = set_editor_plugin
var context_actions: FileSystemContextActions
var tab_parent_bottom_panel: PanelContainer
var log_richtext_label: RichTextLabel
var log_dock_button: Button
@onready var mod_tool_store_node: ModToolStore = get_node_or_null("/root/ModToolStore")
@onready var tab_container := $"%TabContainer"
@onready var create_mod := $"%CreateMod"
@onready var select_mod := $"%SelectMod"
@onready var label_output := $"%Output"
@onready var mod_id := $"%ModId"
@onready var manifest_editor := $"%Manifest Editor"
@onready var export_path := $"%ExportPath"
@onready var file_dialog := $"%FileDialog"
@onready var hook_gen: ModToolInterfaceHookGen = %HookGen
@onready var hook_restore: ModToolInterfaceHookRestore = %HookRestore
@onready var button_add_hooks: Button = %AddHooks
@onready var button_restore: Button = %Restore
func _ready() -> void:
tab_parent_bottom_panel = get_parent().get_parent() as PanelContainer
get_log_nodes()
if mod_tool_store:
if mod_tool_store.is_hook_generation_done:
button_add_hooks.hide()
else:
button_restore.hide()
# Load manifest.json file
if _ModLoaderFile.file_exists(mod_tool_store.path_manifest):
manifest_editor.load_manifest()
manifest_editor.update_ui()
else:
# Load template Manifest
var template_manifest_data := _ModLoaderFile.get_json_as_dict("res://addons/mod_tool/templates/minimal/manifest.json")
mod_tool_store.manifest_data = ModManifest.new(template_manifest_data, "")
_update_ui()
func set_editor_plugin(plugin: EditorPlugin) -> void:
editor_plugin = plugin
mod_tool_store.editor_plugin = editor_plugin
mod_tool_store.editor_file_system = EditorInterface.get_resource_filesystem()
mod_tool_store.editor_base_control = EditorInterface.get_base_control()
context_actions = FileSystemContextActions.new(
mod_tool_store,
EditorInterface.get_file_system_dock()
)
func get_log_nodes() -> void:
var editor_log := get_parent().get_child(0)
log_richtext_label = editor_log.get_child(1) as RichTextLabel
if not log_richtext_label:
# on project load it can happen that these nodes don't exist yet, wait for parent
await get_parent().ready
log_richtext_label = editor_log.get_child(1) as RichTextLabel
# The button hbox should be last, but here it is second from last for some reason
var dock_tool_button_bar: HBoxContainer = get_parent().get_child(get_parent().get_child_count() -2)
log_dock_button = dock_tool_button_bar.get_child(0).get_child(0)
# Removes the last error line from the output console as if nothing happened
# used in the json validation since the error is displayed right there and
# it causes a lot of clutter otherwise
func discard_last_console_error() -> void:
# If the console is flooded anyway, ignore
var line_count := log_richtext_label.get_line_count()
if line_count > 1000:
return
# The last line is an empty line, remove the one before that
log_richtext_label.remove_line(line_count -2)
log_richtext_label.add_text("\n")
# If there is an error in the console already, leave the circle on the tool button
# All error lines have a space in the beginnig to separate from the circle image
# Not the safest way to check, but it's the only one it seems
for line in log_richtext_label.text.split("\n"):
if (line as String).begins_with(" "):
return
# If there were no other error lines, remove the icon
# Setting to null will crash the editor occasionally, this does not
if log_dock_button:
log_dock_button.icon = CompressedTexture2D.new()
func show_manifest_editor() -> void:
tab_container.current_tab = 0
func show_config_editor() -> void:
tab_container.current_tab = 1
func _update_ui() -> void:
if not mod_tool_store:
return
mod_id.input_text = mod_tool_store.name_mod_dir
export_path.input_text = mod_tool_store.path_export_dir
func _is_mod_dir_valid() -> bool:
# Check if Mod ID is given
if mod_tool_store.name_mod_dir == '':
ModToolUtils.output_error("Please provide a Mod ID")
return false
# Check if mod dir exists
if not _ModLoaderFile.dir_exists(mod_tool_store.path_mod_dir):
ModToolUtils.output_error("Mod folder %s does not exist" % mod_tool_store.path_mod_dir)
return false
return true
func load_mod(name_mod_dir: String) -> void:
# Set the dir name
mod_tool_store.name_mod_dir = name_mod_dir
# Load Manifest
manifest_editor.load_manifest()
manifest_editor.update_ui()
# TODO: Load Mod Config if existing
ModToolUtils.output_info("Mod \"%s\" loaded." % name_mod_dir)
func _on_export_pressed() -> void:
if _is_mod_dir_valid():
var zipper := ModToolZipBuilder.new()
zipper.build_zip(mod_tool_store)
func _on_clear_output_pressed() -> void:
label_output.clear()
func _on_copy_output_pressed() -> void:
DisplayServer.clipboard_set(label_output.text)
func _on_save_manifest_pressed() -> void:
manifest_editor.save_manifest()
func _on_export_settings_create_new_mod_pressed() -> void:
create_mod.popup_centered()
create_mod.clear_mod_id_input()
func _on_CreateMod_mod_dir_created() -> void:
create_mod.hide()
_update_ui()
manifest_editor.load_manifest()
manifest_editor.update_ui()
func _on_ConnectMod_pressed() -> void:
# Opens a popup that displays the mod directory names in the mods-unpacked directory
select_mod.generate_dir_buttons(ModLoaderMod.get_unpacked_dir())
select_mod.popup_centered()
func _on_SelectMod_dir_selected(dir_path: String) -> void:
var mod_dir_name := dir_path.split("/")[-1]
load_mod(mod_dir_name)
select_mod.hide()
_update_ui()
func _on_ButtonExportPath_pressed() -> void:
file_dialog.current_path = mod_tool_store.path_export_dir
file_dialog.popup_centered()
func _on_FileDialog_dir_selected(dir: String) -> void:
mod_tool_store.path_export_dir = dir
export_path.input_text = dir
file_dialog.hide()
func _on_add_hooks_pressed() -> void:
hook_gen.show()
func _on_restore_pressed() -> void:
hook_restore.show()
func _on_hook_gen_hooks_exist_pressed() -> void:
button_add_hooks.hide()
button_restore.show()