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+.. _doc_making_main_screen_plugins:
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+Making main screen plugins
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+==========================
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+
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+What this tutorial covers
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+-------------------------
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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 refered as "Main screen
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+plugins".
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+
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+This tutorial leads you through the creation of a basic main screen plugin whose
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+purpose is to edit a resource that consists in a graph (displayed as a
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+GraphEdit with GraphNodes). Each GraphNode will hold some data that we want to
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+display in another side-tab of the editor (similar to the Inspector).
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+
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+With this plugin example, we want to demonstrate:
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+
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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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+
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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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+
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+Initializing the plugin
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+-----------------------
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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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+
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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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+::
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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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+
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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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+
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+::
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+
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+ tool
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+ extends EditorPlugin
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+
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+ func _enter_tree():
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+ pass
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+
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+ func _exit_tree():
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+ pass
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+
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+ func has_main_screen():
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+ return true
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+
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+ func make_visible(visible):
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+ pass
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+
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+ func get_plugin_name():
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+ return "Main Screen Plugin"
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+
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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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+
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+Scenes
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+------
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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 instanciation, and it will also manage the communication between them.
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+
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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("../brother")`` 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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+
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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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+
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+.. note:: If the ``main_screen_plugin.gd`` instanciates the UI scenes, won't
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+ they be brothers nodes then?
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+
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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 instanciated scene because it is a
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+script, not a node! This script will only hold references to instanciated
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+scenes.
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+
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+Main screen scene
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+-----------------
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+
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+Create a new scene with a ``Panel`` root node. Select this root node and, in the
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+viewport, click the ``Layout`` menu and select ``Full Rect``. The panel now uses
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+all the space available in the viewport. Now, let's add a new script on the root
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+node. Name it ``main_panel.gd``.
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+
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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.
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+
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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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+
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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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+
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+::
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+
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+ tool
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+ extends Panel
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+
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+ signal main_button_pressed(value)
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+
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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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+
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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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+
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+::
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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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+
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+We are done for the main screen panel. Save the scene as ``main_panel.tscn``.
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+
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+Tabbed panel scene
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+------------------
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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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+::
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+
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+ tool
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+ extends Panel
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+
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+ signal side_button_pressed(value)
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+
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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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+
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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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+
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+Connecting the two scenes in the plugin script
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+----------------------------------------------
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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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+
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+::
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+
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+ tool
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+ extends EditorPlugin
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+
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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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+
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+ var main_panel_instance
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+ var side_panel_instance
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+
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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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+
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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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+
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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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+
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+ # Hide the main panel
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+ make_visible(false)
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+
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+ func _exit_tree():
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+ queue_free(main_panel_instance)
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+ queue_free(side_panel_instance)
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+
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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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+
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+ func has_main_screen():
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+ return true
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+
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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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+
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+ func get_plugin_name():
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+ return "Main Screen Plugin"
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+
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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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+
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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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+
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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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+
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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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+
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+Finally 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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+
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+Try the plugin
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+--------------
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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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