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- .. _doc_making_plugins:
- Making Plugins
- ==============
- .. Remove this warning when 2.1 is release
- *Important:* This tutorial applies only to the upcoming version 2.1.
- About Plugins
- ~~~~~~~~~~~~~
- A plugin is a great way to extend the editor with useful tools. It can be made
- entirely with GDScript and standard scenes, without even reloading the editor.
- Unlike modules, you don't need to create C++ code nor recompile the engine.
- While this makes plugins not as powerful, there's still a lot of things you can
- do with them. Note that a plugin is not different from any scene you already
- can make, except that it is made via script to add functionality.
- This tutorial will guide you through the creation of two simple plugins so
- you can understand how they work and be able to develop your own. The first
- will be a custom node that you can add to any scene in the project and the
- other will be a custom dock added to the editor.
- Creating a plugin
- ~~~~~~~~~~~~~~~~~
- Before starting, create a new empty project wherever you want. This will serve
- as base to develop and test the plugins.
- The first thing you need to do is to create a new plugin that the editor can
- understand as such. For that you need two files: ``plugin.cfg`` for the
- configuration and a custom GDScript with the functionality.
- Plugins have a standard path like ``addons/plugin_name`` inside the project
- folder. So create the folder ``my_custom_node`` inside ``addons``. So you'll
- have a directory structure like this:
- .. image:: /img/making_plugins-my_custom_mode_folder.png
- To make the ``plugin.cfg`` file, open your favorite text editor with a blank
- file. Godot is not able (yet) to open text files besides scripts, so this must
- be done in an external editor. Add the following structure to your
- ``plugin.cfg``::
- [plugin]
- name="My Custom Node"
- description="A custom node made to extend the Godot Engine."
- author="Your Name Here"
- version="1.0"
- script="custom_node.gd"
- This is a simple ``ini`` file with metadata about your plugin. You need to set
- up the name and description so users can understand what it does. Add your
- own name so you can be properly credited. A version number is useful so users can see if
- they have an outdated version (if you are unsure on how to come up with
- the version number, check `SemVer <http://semver.org/>`_). And finally a main
- script file to load when your plugin is active.
- The script file
- ^^^^^^^^^^^^^^^
- Open the script editor (F3) and create a new GDScript file called
- ``custom_node.gd`` inside the ``my_custom_node`` folder. This script is special
- and it has two requirements: it must be a ``tool`` script and it has to
- inherit from :ref:`class_EditorPlugin`.
- It's important to deal with initialization and clean-up of resources. So a good
- practice is to use the virtual function
- :ref:`_enter_tree() <class_Node__enter_tree>` to initialize your plugin and
- :ref:`_exit_tree() <class_Node__exit_tree>` to clean it up. You can delete the
- default GDScript template from your file and replace it with the following
- structure:
- .. _doc_making_plugins_template_code:
- .. code-block:: python
- tool
- extends EditorPlugin
- func _enter_tree():
- # Initialization of the plugin goes here
- pass
- func _exit_tree():
- # Clean-up of the plugin goes here
- pass
- This is a good template to use when devising new plugins.
- A custom node
- ~~~~~~~~~~~~~~~~~~~~
- Sometimes you want a certain behavior in many nodes. Maybe a custom scene
- or control that can be reused. Instancing is helpful in a lot of cases but
- sometimes it can be cumbersome, especially if you're using it between many
- projects. A good solution to this is to make a plugin that adds a node with a
- custom behavior.
- To create a new node type, you can avail of the function
- :ref:`add_custom_type() <class_EditorPlugin_add_custom_type>` from the
- :ref:`class_EditorPlugin` class. This function can add new types to the editor,
- be it nodes or resources. But before you can create the type you need a script
- that will act as the logic for the type. While such script doesn't need to have
- the ``tool`` keyword, it is interesting to use it so the user can see it acting
- on the editor.
- For this tutorial, we'll create a simple button that prints a message when
- clicked. And for that we'll need a simple script that extends from
- :ref:`class_Button`. It could also extend
- :ref:`class_BaseButton` if you prefer::
- tool
- extends Button
- func _enter_tree():
- connect("pressed", self, "clicked")
- func clicked():
- print("You clicked me!")
- That's it for our basic button. You can save this as ``button.gd`` inside the
- plugin folder. You'll also need a 16x16 icon to show in the scene tree. If you
- don't have one, you can grab the default one from the engine:
- .. image:: /img/making_plugins-custom_node_icon.png
- Now we need to add it as a custom type so it shows on the Create New Node
- dialog. For that, change the ``custom_node.gd`` script to the following::
- tool
- extends EditorPlugin
- func _enter_tree():
- # Initialization of the plugin goes here
- # Add the new type with a name, a parent type, a script and an icon
- add_custom_type("MyButton", "Button", preload("button.gd"), preload("icon.png"))
- func _exit_tree():
- # Clean-up of the plugin goes here
- # Always remember to remove it from the engine when deactivated
- remove_custom_type("MyButton")
- With that done, the plugin should already be available in the plugin list at
- Project Settings. So activate it and try to add a new node to see the result:
- .. image:: /img/making_plugins-custom_node_create.png
- When you add the node, you can see that it already have the script you created
- attached to it. Set a text to the button, save and run the scene. When you
- click the button, you can see a text in the console:
- .. image:: /img/making_plugins-custom_node_console.png
- A custom dock
- ^^^^^^^^^^^^^
- Maybe you need to extend the editor and add tools that are always available.
- An easy way to do it is to add a new dock with a plugin. Docks are just scenes
- based on control, so how to create them is not far beyond your knowledge.
- The way to start this plugin is similar to the custom node. So create a new
- ``plugin.cfg`` file in the ``addons/my_custom_dock`` folder. And then with
- your favorite text editor add the following content to it::
- [plugin]
- name="My Custom Dock"
- description="A custom dock made so I can learn how to make plugins."
- author="Your Name Here"
- version="1.0"
- script="custom_dock.gd"
- Then create the script ``custom_dock.gd`` in the same folder. Fill with the
- :ref:`template we've seen before <doc_making_plugins_template_code>` to get a
- good start.
- Since we're trying to add a new custom dock, we need to create the contents of
- such dock. This is nothing more than a standard Godot scene. So you can create
- a new scene in the editor and start creating it.
- For an editor dock, it is mandatory that the root of the scene is a
- :ref:`Control <class_Control>` or one of its child classes. For this tutorial,
- you can make a single button. The name of the root node will also be the name
- that appears on the dock tab, so be sure to put a descriptive but short one.
- Don't forget to add a text to your button.
- .. image:: /img/making_plugins-my_custom_dock_scene.png
- Save this scene as ``my_dock.tscn``.
- Now you need to grab that scene you just created and add it as a dock in the
- editor. For this you can rely on the function
- :ref:`add_control_to_dock() <class_EditorPlugin_add_control_to_dock>` from the
- :ref:`EditorPlugin <class_EditorPlugin>` class.
- The code is very straightforward, you just need to select a dock position to
- add it and have a control to add (which is the scene you just created). It is
- also very important that you remember to **remove the dock** when the plugin is
- deactivated. The code can be like this::
- tool
- extends EditorPlugin
- var dock # A class member to hold the dock during the plugin lifecycle
- func _enter_tree():
- # Initialization of the plugin goes here
- # First load the dock scene and instance it:
- dock = preload("res://addons/my_custom_dock/my_dock.tscn").instance()
- # Add the loaded scene to the docks:
- add_control_to_dock( DOCK_SLOT_LEFT_UL, dock)
- # Note that LEFT_UL means the left of the editor, upper-left dock
- func _exit_tree():
- # Clean-up of the plugin goes here
- # Remove the scene from the docks:
- remove_control_from_docks( dock ) # Remove the dock
- dock.free() # Erase the control from the memory
- While the dock position is chosen when adding it, the user is free to move it
- and save the layout with the dock in any position.
- Checking the results
- ^^^^^^^^^^^^^^^^^^^^
- Now it is the moment to check the results of your work. Open the *Project
- Settings* and click on the *Plugins* tab. Your plugin should be the only on
- the list. If it is not showing, click on the *Update* button at the top right
- corner.
- .. image:: /img/making_plugins-project_settings.png
- At the *Status* column, you can see that the plugin is inactive. So you just
- need to click on the status to select *Active*. The dock should be immediately
- visible, even before you close the settings window. And now, lo and behold, you
- have a custom dock! In just a bit of coding and a simple scene.
- .. image:: /img/making_plugins-custom_dock.png
- Going beyond
- ~~~~~~~~~~~~
- Now that you learned how to make basic plugins, you can extend the editor in
- many nice ways. Many functions can be added to editor on the fly with GDScript,
- it is a powerful way to create special editors without having to delve into C++
- modules.
- You can make your own plugins to help you and also share them in Godot's Asset
- Library so many people can benefit of your work.
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