pokemon-base/addons/loggie/plugin.gd

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2.7 KiB
GDScript3
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2025-01-26 19:23:56 +00:00
@tool
class_name LoggieEditorPlugin extends EditorPlugin
func _enter_tree():
add_autoload_singleton(LoggieSettings.loggie_singleton_name, "res://addons/loggie/loggie.gd")
add_loggie_project_settings()
func _enable_plugin() -> void:
add_loggie_project_settings()
func _disable_plugin() -> void:
var wipe_setting_exists = ProjectSettings.has_setting(LoggieSettings.project_settings.remove_settings_if_plugin_disabled.path)
if (not wipe_setting_exists) or (wipe_setting_exists and ProjectSettings.get_setting(LoggieSettings.project_settings.remove_settings_if_plugin_disabled.path, true)):
push_warning("The Loggie plugin is being disabled, and all of its ProjectSettings are erased from Godot. If you wish to prevent this behavior, look for the 'Project Settings -> Loggie -> General -> Remove Settings if Plugin Disabled' option while the plugin is enabled.")
remove_loggie_project_setings()
else:
push_warning("The Loggie plugin is being disabled, but its ProjectSettings have been prevented from being removed from Godot. If you wish to allow that behavior, look for the 'Project Settings -> Loggie -> General -> Remove Settings if Plugin Disabled' option while the plugin is enabled.")
remove_autoload_singleton(LoggieSettings.loggie_singleton_name)
## Adds new Loggie related ProjectSettings to Godot.
func add_loggie_project_settings():
for setting in LoggieSettings.project_settings.values():
add_project_setting(setting["path"], setting["default_value"], setting["type"], setting["hint"], setting["hint_string"], setting["doc"])
## Removes Loggie related ProjectSettings from Godot.
func remove_loggie_project_setings():
for setting in LoggieSettings.project_settings.values():
ProjectSettings.set_setting(setting["path"], null)
var error: int = ProjectSettings.save()
if error != OK:
push_error("Loggie - Encountered error %d while saving project settings." % error)
## Adds a new project setting to Godot.
## TODO: Figure out how to also add the documentation to the ProjectSetting so that it shows up
## in the Godot Editor tooltip when the setting is hovered over.
func add_project_setting(setting_name: String, default_value : Variant, value_type: int, type_hint: int = PROPERTY_HINT_NONE, hint_string: String = "", documentation : String = ""):
if !ProjectSettings.has_setting(setting_name):
ProjectSettings.set_setting(setting_name, default_value)
ProjectSettings.set_initial_value(setting_name, default_value)
ProjectSettings.add_property_info({ "name": setting_name, "type": value_type, "hint": type_hint, "hint_string": hint_string})
ProjectSettings.set_as_basic(setting_name, true)
var error: int = ProjectSettings.save()
if error:
push_error("Loggie - Encountered error %d while saving project settings." % error)