mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
211 lines
6.0 KiB
GDScript
211 lines
6.0 KiB
GDScript
@tool
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class_name ModToolsPanel
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extends Control
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# passed from the EditorPlugin
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var mod_tool_store: ModToolStore
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var editor_plugin: EditorPlugin: set = set_editor_plugin
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var context_actions: FileSystemContextActions
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var tab_parent_bottom_panel: PanelContainer
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var log_richtext_label: RichTextLabel
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var log_dock_button: Button
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@onready var mod_tool_store_node: ModToolStore = get_node_or_null("/root/ModToolStore")
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@onready var tab_container := $"%TabContainer"
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@onready var create_mod := $"%CreateMod"
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@onready var select_mod := $"%SelectMod"
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@onready var label_output := $"%Output"
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@onready var mod_id := $"%ModId"
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@onready var manifest_editor := $"%Manifest Editor"
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@onready var export_path := $"%ExportPath"
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@onready var file_dialog := $"%FileDialog"
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@onready var hook_gen: ModToolInterfaceHookGen = %HookGen
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@onready var hook_restore: ModToolInterfaceHookRestore = %HookRestore
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@onready var button_add_hooks: Button = %AddHooks
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@onready var button_restore: Button = %Restore
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func _ready() -> void:
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tab_parent_bottom_panel = get_parent().get_parent() as PanelContainer
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get_log_nodes()
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if mod_tool_store:
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if mod_tool_store.is_hook_generation_done:
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button_add_hooks.hide()
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else:
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button_restore.hide()
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# Load manifest.json file
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if _ModLoaderFile.file_exists(mod_tool_store.path_manifest):
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manifest_editor.load_manifest()
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manifest_editor.update_ui()
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else:
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# Load template Manifest
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var template_manifest_data := _ModLoaderFile.get_json_as_dict("res://addons/mod_tool/templates/minimal/manifest.json")
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mod_tool_store.manifest_data = ModManifest.new(template_manifest_data, "")
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_update_ui()
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func set_editor_plugin(plugin: EditorPlugin) -> void:
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editor_plugin = plugin
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mod_tool_store.editor_plugin = editor_plugin
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mod_tool_store.editor_file_system = EditorInterface.get_resource_filesystem()
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mod_tool_store.editor_base_control = EditorInterface.get_base_control()
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context_actions = FileSystemContextActions.new(
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mod_tool_store,
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EditorInterface.get_file_system_dock()
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)
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func get_log_nodes() -> void:
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var editor_log := get_parent().get_child(0)
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log_richtext_label = editor_log.get_child(1) as RichTextLabel
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if not log_richtext_label:
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# on project load it can happen that these nodes don't exist yet, wait for parent
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await get_parent().ready
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log_richtext_label = editor_log.get_child(1) as RichTextLabel
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# The button hbox should be last, but here it is second from last for some reason
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var dock_tool_button_bar: HBoxContainer = get_parent().get_child(get_parent().get_child_count() -2)
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log_dock_button = dock_tool_button_bar.get_child(0).get_child(0)
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# Removes the last error line from the output console as if nothing happened
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# used in the json validation since the error is displayed right there and
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# it causes a lot of clutter otherwise
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func discard_last_console_error() -> void:
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# If the console is flooded anyway, ignore
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var line_count := log_richtext_label.get_line_count()
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if line_count > 1000:
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return
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# The last line is an empty line, remove the one before that
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log_richtext_label.remove_line(line_count -2)
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log_richtext_label.add_text("\n")
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# If there is an error in the console already, leave the circle on the tool button
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# All error lines have a space in the beginnig to separate from the circle image
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# Not the safest way to check, but it's the only one it seems
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for line in log_richtext_label.text.split("\n"):
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if (line as String).begins_with(" "):
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return
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# If there were no other error lines, remove the icon
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# Setting to null will crash the editor occasionally, this does not
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if log_dock_button:
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log_dock_button.icon = CompressedTexture2D.new()
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func show_manifest_editor() -> void:
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tab_container.current_tab = 0
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func show_config_editor() -> void:
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tab_container.current_tab = 1
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func _update_ui() -> void:
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if not mod_tool_store:
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return
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mod_id.input_text = mod_tool_store.name_mod_dir
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export_path.input_text = mod_tool_store.path_export_dir
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func _is_mod_dir_valid() -> bool:
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# Check if Mod ID is given
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if mod_tool_store.name_mod_dir == '':
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ModToolUtils.output_error("Please provide a Mod ID")
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return false
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# Check if mod dir exists
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if not _ModLoaderFile.dir_exists(mod_tool_store.path_mod_dir):
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ModToolUtils.output_error("Mod folder %s does not exist" % mod_tool_store.path_mod_dir)
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return false
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return true
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func load_mod(name_mod_dir: String) -> void:
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# Set the dir name
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mod_tool_store.name_mod_dir = name_mod_dir
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# Load Manifest
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manifest_editor.load_manifest()
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manifest_editor.update_ui()
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# TODO: Load Mod Config if existing
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ModToolUtils.output_info("Mod \"%s\" loaded." % name_mod_dir)
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func _on_export_pressed() -> void:
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if _is_mod_dir_valid():
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var zipper := ModToolZipBuilder.new()
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zipper.build_zip(mod_tool_store)
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func _on_clear_output_pressed() -> void:
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label_output.clear()
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func _on_copy_output_pressed() -> void:
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DisplayServer.clipboard_set(label_output.text)
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func _on_save_manifest_pressed() -> void:
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manifest_editor.save_manifest()
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func _on_export_settings_create_new_mod_pressed() -> void:
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create_mod.popup_centered()
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create_mod.clear_mod_id_input()
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func _on_CreateMod_mod_dir_created() -> void:
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create_mod.hide()
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_update_ui()
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manifest_editor.load_manifest()
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manifest_editor.update_ui()
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func _on_ConnectMod_pressed() -> void:
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# Opens a popup that displays the mod directory names in the mods-unpacked directory
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select_mod.generate_dir_buttons(ModLoaderMod.get_unpacked_dir())
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select_mod.popup_centered()
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func _on_SelectMod_dir_selected(dir_path: String) -> void:
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var mod_dir_name := dir_path.split("/")[-1]
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load_mod(mod_dir_name)
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select_mod.hide()
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_update_ui()
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func _on_ButtonExportPath_pressed() -> void:
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file_dialog.current_path = mod_tool_store.path_export_dir
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file_dialog.popup_centered()
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func _on_FileDialog_dir_selected(dir: String) -> void:
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mod_tool_store.path_export_dir = dir
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export_path.input_text = dir
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file_dialog.hide()
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func _on_add_hooks_pressed() -> void:
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hook_gen.show()
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func _on_restore_pressed() -> void:
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hook_restore.show()
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func _on_hook_gen_hooks_exist_pressed() -> void:
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button_add_hooks.hide()
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button_restore.show()
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