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Merge pull request #3306 from aaronfranke/main-screen
Simplify the "Making main screen plugins" article
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@@ -7,43 +7,24 @@ What this tutorial covers
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-------------------------
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As seen in the :ref:`doc_making_plugins` page, making a basic plugin that
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extends the editor is fairly easy. This plugin mechanism also allows you to
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create new UIs in the central part of the editor, similarly to the basic 2D, 3D,
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Script and AssetLib views. Such editor plugins are referred as "Main screen
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plugins".
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extends the editor is fairly easy. Main screen plugins allow you to create
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new UIs in the central part of the editor, which appear next to the
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"2D", "3D", "Script", and "AssetLib" buttons. Such editor plugins are
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referred as "Main screen plugins".
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This tutorial leads you through the creation of a basic main screen plugin. With
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this plugin example, we want to demonstrate:
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- Creating a main screen plugin
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- Linking the main screen to another plugin GUI element (such as a Tab panel,
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similar to the Inspector tab)
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For the sake of simplicity, the two GUI elements of our main screen plugin will
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both consist in a Label and a Button. Pressing one element's button will display
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some text on the other's label node.
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This tutorial leads you through the creation of a basic main screen plugin.
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For the sake of simplicity, our main screen plugin will contain a single
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button that prints text to the console.
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Initializing the plugin
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-----------------------
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The plugin itself is a Godot project. It is best to set its contents in an
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``addons/my_plugin_name/`` structure. The only files that lie in the root folder
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are the project.godot file, and the project icon.
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First create a new plugin from the Plugins menu. For this tutorial, we'll put
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it in a folder called ``main_screen``, but you can use any name you'd like.
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In the ``addons/my_plugin_name/`` folder, we create the ``plugin.cfg`` file as
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described in the :ref:`doc_making_plugins` page.
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::
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[plugin]
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name="Main screen plugin demo"
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description="A plugin that adds a main screen panel and a side-panel which communicate with each other."
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author="Your Name Here"
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version="1.0.0"
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script="main_screen_plugin.gd"
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We also initialize the file targeted by the ``script=`` property of the ``.cfg``
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file. In our example, ``main_screen_plugin.gd``.
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The plugin script will come with ``_enter_tree()`` and ``_exit_tree()``
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methods, but for a main screen plugin we need to add a few extra methods.
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Add five extra methods such that the script looks like this:
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::
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@@ -73,158 +54,66 @@ file. In our example, ``main_screen_plugin.gd``.
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func get_plugin_icon():
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return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
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The important part in this script is the ``has_main_screen()`` function, which is
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overloaded so it returns ``true``. This function is automatically called by the
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editor on plugin activation, to tell it that this plugin adds a new center view to
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the editor. For now, we'll leave this script as-is and we'll come back to it
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later.
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Scenes
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------
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The ``main_screen_plugin.gd`` file will be responsible for each of our plugin's
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UI element instantiation, and it will also manage the communication between them.
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As a matter of fact, we wish to design each UI element in their own scene.
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Different scenes are not aware of each other unless they are both children of a
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parent scene, yet they will then require ``get_node("../sibling")`` accessors.
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Such practice is more likely to produce errors at runtime, especially if these
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scenes do not share the same parent node. This is why, they should only be
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allowed to access their children.
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So, in order to communicate information to another scene, the best design is to
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define signals. If a user action in a UI scene #1 has to trigger something in
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another UI scene #2, then this user action has to emit a signal from scene #1,
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and scene #2 will be connected to that signal. Since all of our UI scenes will
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be instanced by ``main_screen_plugin.gd`` script, this one script will also
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connect each of them to the required signals.
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.. note:: If the ``main_screen_plugin.gd`` instantiates the UI scenes, won't
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they be sibling nodes then?
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Not necessarily: this script may add all UI scenes as children of the same node
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of the editor's scene tree - but maybe it won't. And the ``main_screen_plugin.gd``
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script will *not* be the parent node of any instantiated scene because it is a
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script, not a node! This script will only hold references to instantiated
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scenes.
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The important part in this script is the ``has_main_screen()`` function,
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which is overloaded so it returns ``true``. This function is automatically
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called by the editor on plugin activation, to tell it that this plugin
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adds a new center view to the editor. For now, we'll leave this script
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as-is and we'll come back to it later.
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Main screen scene
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-----------------
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Create a new scene with a ``Panel`` root node. Select this root node,
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and in the viewport, click the ``Layout`` menu and select ``Full Rect``.
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You also need to enable the ``Expand`` vertical size flag in the inspector.
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The panel now uses all the space available in the viewport.
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Now, let's add a new script on the root node. Name it ``main_panel.gd``.
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Create a new scene with a root node derived from ``Control`` (for this
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example plugin, we'll make the root node a ``CenterContainer``).
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Select this root node, and in the viewport, click the ``Layout`` menu
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and select ``Full Rect``. You also need to enable the ``Expand``
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vertical size flag in the inspector.
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The panel now uses all the space available in the main viewport.
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We then add 2 children to this Panel node: first a ``Button`` node. Place it
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anywhere on the Panel. Then add a ``Label`` node.
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Now we need to define a behaviour when this button is pressed. This is covered
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by the :ref:`Handling a signal <doc_scripting_handling_a_signal>` page, so this
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part will not be described in details in this tutorial.
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Select the Button node and click the ``Node`` side dock.
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Select the ``pressed()`` signal and click the ``Connect`` button (you can also
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double-click the ``pressed()`` signal instead). In the window that opened,
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select the Panel node (we will centralize all behaviors in its attached
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script). Keep the default function name, make sure that the ``Make function``
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toggle is ON and hit ``Connect``. This creates an ``_on_Button_pressed()``
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function in the ``main_panel.gd`` script, that will be called every time the
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button is pressed.
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As the button gets pressed, we want the side-panel's ``Label`` node to show a
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specific text. As explained above, we cannot directly access the target scene,
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so we'll emit a signal instead. The ``main_screen_plugin.gd`` script will then
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connect this signal to the target scene. Let's continue in the ``main_panel.gd``
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script:
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Next, let's add a button to our example main screen plugin.
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Add a ``Button`` node, and set the text to "Print Hello" or similar.
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Add a script to the button like this:
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::
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tool
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extends Panel
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extends Button
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signal main_button_pressed(value)
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func _on_PrintHello_pressed():
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print("Hello from the main screen plugin!")
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func _on_Button_pressed():
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emit_signal("main_button_pressed", "Hello from main screen!")
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Then connect the "pressed" signal to itself. If you need help with signals,
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see the :ref:`Signals <doc_getting_started_step_by_step_signals>` article.
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In the same way, this main scene's Label node has to show a value when it
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receives a specific signal. Let's create a new
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``_on_side_button_pressed(text_to_show)`` function for this purpose:
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We are done with the main screen panel. Save the scene as ``main_panel.tscn``.
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::
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Update the plugin script
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------------------------
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func _on_side_button_pressed(text_to_show):
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$Label.text = text_to_show
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We are done for the main screen panel. Save the scene as ``main_panel.tscn``.
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Tabbed panel scene
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------------------
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The tabbed panel scene is almost identical to the main panel scene. You can
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either duplicate the ``main_panel.tscn`` file and name the new file
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``side_panel.tscn``, or re-create it from a new scene by following the previous
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section again. However, you will have to create a new script and attach it to
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the Panel root node. Save it as ``side_panel.gd``. Its content is slightly
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different, as the signal emitted and the target function have different names.
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Here is the script's full content:
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::
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tool
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extends Panel
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signal side_button_pressed(value)
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func _on_Button_pressed():
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emit_signal("side_button_pressed", "Hello from side panel!")
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func _on_main_button_pressed(text_to_show):
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$Label.text = text_to_show
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Connecting the two scenes in the plugin script
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----------------------------------------------
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We now need to update the ``main_screen_plugin.gd`` script so the plugin
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instances our 2 GUI scenes and places them at the right places in the editor.
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Here is the full ``main.gd``:
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We need to update the ``main_screen_plugin.gd`` script so the plugin
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instances our main panel scene and places it where it needs to be.
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Here is the full plugin script:
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::
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tool
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extends EditorPlugin
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const MainPanel = preload("res://addons/my_plugin_name/main_panel.tscn")
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const SidePanel = preload("res://addons/my_plugin_name/side_panel.tscn")
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const MainPanel = preload("res://addons/main_screen/main_panel.tscn")
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var main_panel_instance
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var side_panel_instance
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func _enter_tree():
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main_panel_instance = MainPanel.instance()
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side_panel_instance = SidePanel.instance()
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# Add the main panel to the editor's main viewport.
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get_editor_interface().get_editor_viewport().add_child(main_panel_instance)
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# Add the side panel to the Upper Left (UL) dock slot of the left part of the editor.
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# The editor has 4 dock slots (UL, UR, BL, BR) on each side (left/right) of the main screen.
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add_control_to_dock(DOCK_SLOT_LEFT_UL, side_panel_instance)
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# Hide the main panel
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# Hide the main panel. Very much required.
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make_visible(false)
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func _exit_tree():
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main_panel_instance.queue_free()
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side_panel_instance.queue_free()
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func _ready():
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main_panel_instance.connect("main_button_pressed", side_panel_instance, "_on_main_button_pressed")
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side_panel_instance.connect("side_button_pressed", main_panel_instance, "_on_side_button_pressed")
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if main_panel_instance:
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main_panel_instance.queue_free()
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func has_main_screen():
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@@ -232,10 +121,8 @@ Here is the full ``main.gd``:
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func make_visible(visible):
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if visible:
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main_panel_instance.show()
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else:
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main_panel_instance.hide()
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if main_panel_instance:
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main_panel_instance.visible = visible
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func get_plugin_name():
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@@ -246,41 +133,42 @@ Here is the full ``main.gd``:
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# Must return some kind of Texture for the icon.
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return get_editor_interface().get_base_control().get_icon("Node", "EditorIcons")
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A couple of specific lines were added. First, we defined the constants that
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contain our 2 GUI packed scenes (``MainPanel`` and ``SidePanel``). We will use
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these resources to instance both scenes.
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A couple of specific lines were added. ``MainPanel`` is a constant that holds
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a reference to the scene, and we instance it into `main_panel_instance`.
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The ``_enter_tree()`` function is called before ``_ready()``. This is where we
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actually instance the 2 GUI scenes, and add them as children of specific parts
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of the editor. The side panel case is similar to the example shown in
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:ref:`doc_making_plugins` page: we add the scene in an editor dock. We specified
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it will be placed in the left-side dock, upper-left tab.
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The ``_enter_tree()`` function is called before ``_ready()``. This is where
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we instance the main panel scene, and add them as children of specific parts
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of the editor. We use ``get_editor_interface().get_editor_viewport()`` to
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obtain the viewport and add our main panel instance as a child to it.
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We call the ``make_visible(false)`` function to hide the main panel so
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it doesn't compete for space when first activating the plugin.
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``EditorPlugin`` class does not provide any function to add an element in the
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main viewport. We thus have to use the
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``get_editor_interface().get_editor_viewport()`` to obtain this viewport and add
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our main panel instance as a child to it. We call the ``make_visible(false)``
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function to hide the main panel so it is not directly shown when first
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activating the plugin.
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The ``_exit_tree()`` function is called when the plugin is deactivated.
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If the main screen still exists, we call ``queue_free()`` to free the
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instance and remove it from memory.
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The ``_exit_tree()`` is pretty straightforward. It is automatically called when
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the plugin is deactivated. It is then important to ``queue_free()`` the elements
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previously instanced to preserve memory. If you don't, the elements will
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effectively be invisible in the editor, but they will remain present in the
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memory. Multiple de-activations/re-activations will then increase memory usage
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without any way to free it, which is not good.
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Finally the ``make_visible()`` function is overridden to hide or show the main
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The ``make_visible()`` function is overridden to hide or show the main
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panel as needed. This function is automatically called by the editor when the
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user clicks on another main viewport button such as 2D, 3D or Script.
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user clicks on the main viewport buttons at the top of the editor.
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The ``get_plugin_name()`` and ``get_plugin_icon()`` functions control
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the displayed name and icon for the plugin's main viewport button.
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Another function you can add is the ``handles()`` function, which
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allows you to handle a node type, automatically focusing the main
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screen when the type is selected. This is similar to how clicking
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on a 3D node will automatically switch to the 3D viewport.
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Try the plugin
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--------------
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Activate the plugin in the Project Settings. You'll observe a new button next to
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2D, 3D, Script above the main viewport. You'll also notice a new tab in the left
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dock. Try to click the buttons in both side and main panels: events are emitted
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and caught by the corresponding target scene to change the Label caption inside it.
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Activate the plugin in the Project Settings. You'll observe a new button next
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to 2D, 3D, Script above the main viewport. Clicking it will take you to your
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new main screen plugin, and the button in the middle will print text.
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If you would like to try a finished version of this plugin,
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check out the plugin demos here:
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https://github.com/godotengine/godot-demo-projects/tree/master/plugins
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If you would like to see a more complete example of what main screen plugins
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are capable of, check out the 2.5D demo projects here:
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