Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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extends Control
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const EXTENSIONS_PATH := "user://extensions"
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var extensions := {} # Extension name : Extension class
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var extension_selected := -1
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2022-07-20 12:22:43 +00:00
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var damaged_extension: String
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Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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onready var extension_list: ItemList = $InstalledExtensions
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onready var enable_button: Button = $HBoxContainer/EnableButton
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onready var uninstall_button: Button = $HBoxContainer/UninstallButton
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onready var extension_parent: Node = Global.control.get_node("Extensions")
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class Extension:
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var file_name := ""
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var display_name := ""
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var description := ""
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var author := ""
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var version := ""
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var license := ""
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var nodes := []
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var enabled := false
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func serialize(dict: Dictionary) -> void:
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if dict.has("name"):
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file_name = dict["name"]
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if dict.has("display_name"):
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display_name = dict["display_name"]
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if dict.has("description"):
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description = dict["description"]
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if dict.has("author"):
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author = dict["author"]
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if dict.has("version"):
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version = dict["version"]
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if dict.has("license"):
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license = dict["license"]
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if dict.has("nodes"):
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nodes = dict["nodes"]
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func _ready() -> void:
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if OS.get_name() == "HTML5":
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$HBoxContainer/AddExtensionButton.disabled = true
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$HBoxContainer/OpenFolderButton.visible = false
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var dir := Directory.new()
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var file_names := [] # Array of String(s)
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dir.make_dir(EXTENSIONS_PATH)
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if dir.open(EXTENSIONS_PATH) == OK:
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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var ext: String = file_name.to_lower().get_extension()
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if !dir.current_is_dir() and ext in ["pck", "zip"]:
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file_names.append(file_name)
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file_name = dir.get_next()
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if file_names.empty():
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return
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for file_name in file_names:
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_add_extension(file_name)
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func install_extension(path: String) -> void:
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var dir := Directory.new()
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var file_name: String = path.get_file()
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dir.copy(path, EXTENSIONS_PATH.plus_file(file_name))
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_add_extension(file_name)
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2022-07-05 21:12:38 +00:00
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func _uninstall_extension(file_name := "", remove_file := true, item := extension_selected) -> void:
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if remove_file:
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var dir := Directory.new()
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var err := dir.remove(EXTENSIONS_PATH.plus_file(file_name))
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if err != OK:
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print(err)
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return
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var extension: Extension = extensions[file_name]
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extension.enabled = false
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_enable_extension(extension, false)
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extensions.erase(file_name)
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extension_list.remove_item(item)
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extension_selected = -1
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enable_button.disabled = true
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uninstall_button.disabled = true
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Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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func _add_extension(file_name: String) -> void:
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2022-07-20 12:22:43 +00:00
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var tester_file := File.new() # For testing and deleting damaged extensions
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var remover_directory := Directory.new()
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# Remove any extension that was proven guilty before this extension is loaded
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if tester_file.file_exists(EXTENSIONS_PATH.plus_file("Faulty.txt")):
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# This code will only run if pixelorama crashed
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var faulty_path = EXTENSIONS_PATH.plus_file("Faulty.txt")
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tester_file.open(faulty_path, File.READ)
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damaged_extension = tester_file.get_as_text()
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tester_file.close()
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remover_directory.remove(EXTENSIONS_PATH.plus_file(damaged_extension))
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remover_directory.remove(EXTENSIONS_PATH.plus_file("Faulty.txt"))
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# Don't load a deleted extension
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if damaged_extension == file_name:
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# This code will only run if pixelorama crashed
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damaged_extension = ""
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return
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# The new (about to load) extension will be considered guilty till it's proven innocent
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tester_file.open(EXTENSIONS_PATH.plus_file("Faulty.txt"), File.WRITE)
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tester_file.store_string(file_name) # Guilty till proven innocent ;)
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tester_file.close()
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Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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if extensions.has(file_name):
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2022-07-05 21:12:38 +00:00
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var item := -1
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for i in extension_list.get_item_count():
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if extension_list.get_item_metadata(i) == file_name:
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item = i
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break
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if item == -1:
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print("Failed to find %s" % file_name)
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return
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_uninstall_extension(file_name, false, item)
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# Wait two frames so the previous nodes can get freed
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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var file_name_no_ext: String = file_name.get_basename()
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var file_path: String = EXTENSIONS_PATH.plus_file(file_name)
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var success := ProjectSettings.load_resource_pack(file_path)
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if !success:
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print("Failed loading resource pack.")
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var dir := Directory.new()
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dir.remove(file_path)
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return
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var extension_path: String = "res://src/Extensions/%s/" % file_name_no_ext
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var extension_config_file_path: String = extension_path.plus_file("extension.json")
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var extension_config_file := File.new()
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var err := extension_config_file.open(extension_config_file_path, File.READ)
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if err != OK:
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print("Error loading config file: ", err)
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extension_config_file.close()
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return
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var extension_json = parse_json(extension_config_file.get_as_text())
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extension_config_file.close()
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if !extension_json:
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print("No JSON data found.")
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return
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var extension := Extension.new()
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extension.serialize(extension_json)
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extensions[file_name] = extension
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extension_list.add_item(extension.display_name)
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var item_count: int = extension_list.get_item_count() - 1
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extension_list.set_item_tooltip(item_count, extension.description)
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extension_list.set_item_metadata(item_count, file_name)
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extension.enabled = Global.config_cache.get_value("extensions", extension.file_name, false)
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if extension.enabled:
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_enable_extension(extension)
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2022-07-20 12:22:43 +00:00
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# If an extension doesn't crash pixelorama then it is proven innocent
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# And we should now delete it's "Faulty.txt" file
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remover_directory.remove(EXTENSIONS_PATH.plus_file("Faulty.txt"))
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Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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func _enable_extension(extension: Extension, save_to_config := true) -> void:
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var extension_path: String = "res://src/Extensions/%s/" % extension.file_name
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2022-02-26 14:14:13 +00:00
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# A unique id for the extension (currently set to file_name). More parameters (version etc.)
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# can be easily added using the str() function. for example
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# var id: String = str(extension.file_name, extension.version)
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var id: String = extension.file_name
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Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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if extension.enabled:
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for node in extension.nodes:
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var scene_path: String = extension_path.plus_file(node)
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var extension_scene: PackedScene = load(scene_path)
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if extension_scene:
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var extension_node: Node = extension_scene.instance()
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extension_parent.add_child(extension_node)
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2022-02-26 14:14:13 +00:00
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extension_node.add_to_group(id) # Keep track of what to remove later
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2022-07-05 21:12:38 +00:00
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else:
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print("Failed to load extension %s" % id)
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Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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else:
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2022-02-26 14:14:13 +00:00
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for ext_node in extension_parent.get_children():
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if ext_node.is_in_group(id): # Node for extention found
|
Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
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extension_parent.remove_child(ext_node)
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ext_node.queue_free()
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if save_to_config:
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Global.config_cache.set_value("extensions", extension.file_name, extension.enabled)
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Global.config_cache.save("user://cache.ini")
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func _on_InstalledExtensions_item_selected(index: int) -> void:
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extension_selected = index
|
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var file_name: String = extension_list.get_item_metadata(extension_selected)
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var extension: Extension = extensions[file_name]
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if extension.enabled:
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enable_button.text = "Disable"
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else:
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enable_button.text = "Enable"
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enable_button.disabled = false
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uninstall_button.disabled = false
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func _on_InstalledExtensions_nothing_selected() -> void:
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enable_button.disabled = true
|
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uninstall_button.disabled = true
|
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|
|
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|
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func _on_AddExtensionButton_pressed() -> void:
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|
|
|
Global.preferences_dialog.get_node("Popups/AddExtensionFileDialog").popup_centered()
|
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|
|
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|
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|
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|
func _on_EnableButton_pressed() -> void:
|
|
|
|
var file_name: String = extension_list.get_item_metadata(extension_selected)
|
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|
|
var extension: Extension = extensions[file_name]
|
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|
extension.enabled = !extension.enabled
|
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|
_enable_extension(extension)
|
|
|
|
if extension.enabled:
|
|
|
|
enable_button.text = "Disable"
|
|
|
|
else:
|
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|
|
enable_button.text = "Enable"
|
|
|
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|
|
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|
func _on_UninstallButton_pressed() -> void:
|
2022-07-05 21:12:38 +00:00
|
|
|
_uninstall_extension(extension_list.get_item_metadata(extension_selected))
|
Implement a basic extension system
Importing .pck or .zip Godot resource pack files into Pixelorama is now possible. This needs to be documented properly, but here's the basic idea, for now at least. This is super early work and I haven't tested it with a proper extension yet, so all of this could be a subject of change. I tested it with a custom theme extension though and it seems to be working perfectly.
Importing resource pack files, either by dragging and dropping them into the app window or by going to Edit>Preferences>Extensions>Add Extension, copies the files into user://extensions/. Extensions can be enabled/disabled and uninstalled. Uninstalling them deletes the resource pack files from user://extensions/.
The extension project source files need to be in a folder inside src/Extensions/ with the same name as the .pck or .zip file. **This is required for now, otherwise it will not work.** Inside that folder there also needs to be an extension.json file, with a structure similar to this:
{
"name": "ExtensionName",
"display_name": "Extension Name",
"description": "A Pixelorama extension",
"author": "Orama Interactive",
"version": "0.1",
"license": "MIT",
"nodes": [
"ExtensionExample.tscn"
]
}
The `nodes` array leads to the packed scene files with the nodes that are to be instantiated. **The root nodes of these scenes need to have the same name as the .tscn files they belong to.** The scripts of these nodes should have _enter_tree() and _exit_tree() methods to handle the extension enabling/disabling (or even uninstalling) logic. Note that .json files need to be included in the export options while exporting the extension from Godot.
Enabling an extension means that the scenes found in the extension.json's "nodes" array get instantiated, and disabling gets rid of these nodes from Pixelorama's SceneTree.
2022-02-19 01:21:08 +00:00
|
|
|
|
|
|
|
|
|
|
|
func _on_OpenFolderButton_pressed() -> void:
|
|
|
|
OS.shell_open(ProjectSettings.globalize_path(EXTENSIONS_PATH))
|
|
|
|
|
|
|
|
|
|
|
|
func _on_AddExtensionFileDialog_files_selected(paths: PoolStringArray) -> void:
|
|
|
|
for path in paths:
|
|
|
|
install_extension(path)
|