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- .. _doc_making_main_screen_plugins:
- Making main screen plugins
- ==========================
- What this tutorial covers
- -------------------------
- As seen in the :ref:`doc_making_plugins` page, making a basic plugin that
- extends the editor is fairly easy. This plugin mechanism also allows you to
- create new UIs in the central part of the editor, similarly to the basic 2D, 3D,
- Script and AssetLib views. Such editor plugins are referred as "Main screen
- plugins".
- This tutorial leads you through the creation of a basic main screen plugin. With
- this plugin example, we want to demonstrate:
- - Creating a main screen plugin
- - Linking the main screen to another plugin GUI element (such as a Tab panel,
- similar to the Inspector tab)
- For the sake of simplicity, the two GUI elements of our main screen plugin will
- both consist in a Label and a Button. Pressing one element's button will display
- some text on the other's label node.
- Initializing the plugin
- -----------------------
- The plugin itself is a Godot project. It is best to set its contents in an
- ``addons/my_plugin_name/`` structure. The only files that lie in the root folder
- are the project.godot file, and the project icon.
- In the ``addons/my_plugin_name/`` folder, we create the ``plugin.cfg`` file as
- described in the :ref:`doc_making_plugins` page.
- ::
- [plugin]
- name="Main screen plugin demo"
- description="A plugin that adds a main screen panel and a side-panel which communicate with each other."
- author="Your Name Here"
- version="1.0.0"
- script="main_screen_plugin.gd"
- We also initialize the file targeted by the ``script=`` property of the ``.cfg``
- file. In our example, ``main_screen_plugin.gd``.
- ::
- tool
- extends EditorPlugin
- func _enter_tree():
- pass
- func _exit_tree():
- pass
- func has_main_screen():
- return true
- func make_visible(visible):
- pass
- func get_plugin_name():
- return "Main Screen Plugin"
- The important part in this script is the ``has_main_screen()`` function, which is
- overloaded so it returns true. This function is automatically called by the
- editor on plugin activation, to tell it that this plugin adds a new center view to
- the editor. For now, we'll leave this script as-is and we'll come back to it
- later.
- Scenes
- ------
- The ``main_screen_plugin.gd`` file will be responsible for each of our plugin's
- UI element instantiation, and it will also manage the communication between them.
- As a matter of fact, we wish to design each UI element in their own scene.
- Different scenes are not aware of each other unless they are both children of a
- parent scene, yet they will then require ``get_node("../brother")`` accessors.
- Such practice is more likely to produce errors at runtime, especially if these
- scenes do not share the same parent node. This is why, they should only be
- allowed to access their children.
- So, in order to communicate information to another scene, the best design is to
- define signals. If a user action in a UI scene #1 has to trigger something in
- another UI scene #2, then this user action has to emit a signal from scene #1,
- and scene #2 will be connected to that signal. Since all of our UI scenes will
- be instanced by ``main_screen_plugin.gd`` script, this one script will also
- connect each of them to the required signals.
- .. note:: If the ``main_screen_plugin.gd`` instantiates the UI scenes, won't
- they be brothers nodes then?
- Not necessarily: this script may add all UI scenes as children of the same node
- of the editor's scene tree - but maybe it won't. And the ``main_screen_plugin.gd``
- script will *not* be the parent node of any instantiated scene because it is a
- script, not a node! This script will only hold references to instantiated
- scenes.
- Main screen scene
- -----------------
- Create a new scene with a ``Panel`` root node. Select this root node and, in the
- viewport, click the ``Layout`` menu and select ``Full Rect``. The panel now uses
- all the space available in the viewport. Now, let's add a new script on the root
- node. Name it ``main_panel.gd``.
- We then add 2 children to this Panel node: first a ``Button`` node. Place it
- anywhere on the Panel.
- Now we need to define a behaviour when this button is pressed. This is covered
- by the :ref:`Handling a signal <doc_scripting_handling_a_signal>` page, so this
- part will not be described in details in this tutorial.
- Select the Button node and click the ``Node`` side dock.
- Select the ``pressed()`` signal and click the ``Connect`` button (you can also
- double-click the ``pressed()`` signal instead). In the window that opened,
- select the Panel node (we will centralize all behaviors in its attached
- script). Keep the default function name, make sure that the ``Make function``
- toggle is ON and hit ``Connect``. This creates an ``on_Button_pressed()``
- function in the ``main_panel.gd`` script, that will be called every time the
- button is pressed.
- As the button gets pressed, we want the side-panel's ``Label`` node to show a
- specific text. As explained above, we cannot directly access the target scene,
- so we'll emit a signal instead. The ``main_screen_plugin.gd`` script will then
- connect this signal to the target scene. Let's continue in the ``main_panel.gd``
- script:
- ::
- tool
- extends Panel
- signal main_button_pressed(value)
- func on_Button_pressed():
- emit_signal("main_button_pressed", "Hello from main screen!")
- In the same way, this main scene's Label node has to show a value when it
- receives a specific signal. Let's create a new
- ``_on_side_button_pressed(text_to_show)`` function for this purpose:
- ::
- func _on_side_button_pressed(text_to_show):
- $Label.text = text_to_show
- We are done for the main screen panel. Save the scene as ``main_panel.tscn``.
- Tabbed panel scene
- ------------------
- The tabbed panel scene is almost identical to the main panel scene. You can
- either duplicate the ``main_panel.tscn`` file and name the new file
- ``side_panel.tscn``, or re-create it from a new scene by following the previous
- section again. However, you will have to create a new script and attach it to
- the Panel root node. Save it as ``side_panel.gd``. Its content is slightly
- different, as the signal emitted and the target function have different names.
- Here is the script's full content:
- ::
- tool
- extends Panel
- signal side_button_pressed(value)
- func on_Button_pressed():
- emit_signal("side_button_pressed", "Hello from side panel!")
- func _on_main_button_pressed(text_to_show):
- $Label.text = text_to_show
- Connecting the two scenes in the plugin script
- ----------------------------------------------
- We now need to update the ``main_screen_plugin.gd`` script so the plugin
- instances our 2 GUI scenes and places them at the right places in the editor.
- Here is the full ``main.gd``:
- ::
- tool
- extends EditorPlugin
- const MainPanel = preload("res://addons/my_plugin_name/main_panel.tscn")
- const SidePanel = preload("res://addons/my_plugin_name/side_panel.tscn")
- var main_panel_instance
- var side_panel_instance
- func _enter_tree():
- main_panel_instance = MainPanel.instance()
- side_panel_instance = SidePanel.instance()
- # Add the main panel to the editor's main viewport.
- get_editor_interface().get_editor_viewport().add_child(main_panel_instance)
- # Add the side panel to the Upper Left (UL) dock slot of the left part of the editor.
- # The editor has 4 dock slots (UL, UR, BL, BR) on each side (left/right) of the main screen.
- add_control_to_dock(DOCK_SLOT_LEFT_UL, side_panel_instance)
- # Hide the main panel
- make_visible(false)
- func _exit_tree():
- main_panel_instance.queue_free()
- side_panel_instance.queue_free()
- func _ready():
- main_panel_instance.connect("main_button_pressed", side_panel_instance, "_on_main_button_pressed")
- side_panel_instance.connect("side_button_pressed", main_panel_instance, "_on_side_button_pressed")
- func has_main_screen():
- return true
- func make_visible(visible):
- if visible:
- main_panel_instance.show()
- else:
- main_panel_instance.hide()
- func get_plugin_name():
- return "Main Screen Plugin"
- A couple of specific lines were added. First, we defined the constants that
- contain our 2 GUI packed scenes (``MainPanel`` and ``SidePanel``). We will use
- these resources to instance both scenes.
- The ``_enter_tree()`` function is called before ``_ready()``. This is where we
- actually instance the 2 GUI scenes, and add them as children of specific parts
- of the editor. The side panel case is similar to the example shown in
- :ref:`doc_making_plugins` page: we add the scene in an editor dock. We specified
- it will be placed in the left-side dock, upper-left tab.
- ``EditorPlugin`` class does not provide any function to add an element in the
- main viewport. We thus have to use the
- ``get_editor_interface().get_editor_viewport()`` to obtain this viewport and add
- our main panel instance as a child to it. We call the ``make_visible(false)``
- function to hide the main panel so it is not directly shown when first
- activating the plugin.
- The ``_exit_tree()`` is pretty straightforward. It is automatically called when
- the plugin is deactivated. It is then important to ``queue_free()`` the elements
- previously instanced to preserve memory. If you don't, the elements will
- effectively be invisible in the editor, but they will remain present in the
- memory. Multiple de-activations/re-activations will then increase memory usage
- without any way to free it, which is not good.
- Finally the ``make_visible()`` function is overridden to hide or show the main
- panel as needed. This function is automatically called by the editor when the
- user clicks on another main viewport button such as 2D, 3D or Script.
- Try the plugin
- --------------
- Activate the plugin in the Project Settings. You'll observe a new button next to
- 2D, 3D, Script above the main viewport. You'll also notice a new tab in the left
- dock. Try to click the buttons in both side and main panels: events are emitted
- and caught by the corresponding target scene to change the Label caption inside it.
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