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9 commits

Author SHA1 Message Date
Emmanouil Papadeas 98cef503c2 Fix various typos 2023-06-15 18:00:29 +03:00
Emmanouil Papadeas 8a38eef30d [skip ci] Fix various typos 2023-02-02 03:06:23 +02:00
Variable e1facda618
Added Class System to ExtensionsAPI (#808)
* Added Class System to Api

* formatting

* removed extends

* update extension version

* Added Some New Fail-Safes

* fix typo

* Formatting

* Update ExtensionsAPI.gd

* Typo

* formatting

* formatting
2023-01-10 19:26:13 +02:00
Variable 512c85ac64
Added supported_api_versions parameter (#807)
* Added supported_api_versions parameter

* formatting

* changed a line
2023-01-08 19:17:42 +02:00
Variable d7065ad6ae
Handle extension improvements (#715)
* Added crash protection

* removed an empty line

* Formatting

* more Formatting
2022-07-20 15:22:43 +03:00
Emmanouil Papadeas b5d268e7e1 Reload extension if the user is trying to add it and it already exists
Restarting Pixelorama to reload an extension should no longer be required
2022-07-06 00:12:38 +03:00
Variable de2d7b7748
A simple id for extensions (#653)
* A simple id for extensions

A simple id system for extensions using the benefit of groups

* formatting
2022-02-26 16:14:13 +02:00
Manolis Papadeas 8d0418fe21 Don't do anything if the user adds an already existing extension
The .pck file gets replaced but changes will only be visible on app restart, as there's no way (I think) to unload and then reload the .pck file.
2022-02-21 03:33:05 +02:00
Manolis Papadeas 375f3d4cb6 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 03:21:08 +02:00