making_plugins.rst 9.5 KB

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  1. .. _doc_making_plugins:
  2. Making plugins
  3. ==============
  4. About plugins
  5. ~~~~~~~~~~~~~
  6. A plugin is a great way to extend the editor with useful tools. It can be made
  7. entirely with GDScript and standard scenes, without even reloading the editor.
  8. Unlike modules, you don't need to create C++ code nor recompile the engine.
  9. While this makes plugins less powerful, there are still many things you can
  10. do with them. Note that a plugin is similar to any scene you can already
  11. make, except it is created using a script to add functionality.
  12. This tutorial will guide you through the creation of two simple plugins so
  13. you can understand how they work and be able to develop your own. The first
  14. will be a custom node that you can add to any scene in the project and the
  15. other will be a custom dock added to the editor.
  16. Creating a plugin
  17. ~~~~~~~~~~~~~~~~~
  18. Before starting, create a new empty project wherever you want. This will serve
  19. as a base to develop and test the plugins.
  20. The first thing you need to do is to create a new plugin the editor can
  21. understand as such. You need two files for that: ``plugin.cfg`` for the
  22. configuration and a custom GDScript with the functionality.
  23. Plugins have a standard path like ``addons/plugin_name`` inside the project
  24. folder. For this example, create a folder ``my_custom_node`` inside ``addons``.
  25. You should end up with a directory structure like this:
  26. .. image:: img/making_plugins-my_custom_mode_folder.png
  27. Now, open the script editor, click the **File** menu, choose **New TextFile**,
  28. then navigate to the plugin folder and name the file ``plugin.cfg``.
  29. Add the following structure to ``plugin.cfg``::
  30. [plugin]
  31. name="My Custom Node"
  32. description="A custom node made to extend the Godot Engine."
  33. author="Your Name Here"
  34. version="1.0.0"
  35. script="custom_node.gd"
  36. This is a simple INI file with metadata about your plugin. You need to set
  37. the name and description so people can understand what it does. Don't forget
  38. to add your own name so you can be properly credited. Add a version number
  39. so people can see if they have an outdated version; if you are unsure on
  40. how to come up with the version number, check out `Semantic Versioning <https://semver.org/>`_.
  41. Finally, set the main script file to load when your plugin is active.
  42. The script file
  43. ^^^^^^^^^^^^^^^
  44. Open the script editor (F3) and create a new GDScript file called
  45. ``custom_node.gd`` inside the ``my_custom_node`` folder. This script is special
  46. and it has two requirements: it must be a ``tool`` script and it has to
  47. inherit from :ref:`class_EditorPlugin`.
  48. It's important to deal with initialization and clean-up of resources.
  49. A good practice is to use the virtual function
  50. :ref:`_enter_tree() <class_Node_method__enter_tree>` to initialize your plugin and
  51. :ref:`_exit_tree() <class_Node_method__exit_tree>` to clean it up. You can delete the
  52. default GDScript template from your file and replace it with the following
  53. structure:
  54. .. _doc_making_plugins_template_code:
  55. .. code-block:: python
  56. tool
  57. extends EditorPlugin
  58. func _enter_tree():
  59. # Initialization of the plugin goes here
  60. pass
  61. func _exit_tree():
  62. # Clean-up of the plugin goes here
  63. pass
  64. This is a good template to use when creating new plugins.
  65. A custom node
  66. ~~~~~~~~~~~~~
  67. Sometimes you want a certain behavior in many nodes, such as a custom scene
  68. or control that can be reused. Instancing is helpful in a lot of cases, but
  69. sometimes it can be cumbersome, especially if you're using it in many
  70. projects. A good solution to this is to make a plugin that adds a node with a
  71. custom behavior.
  72. To create a new node type, you can use the function
  73. :ref:`add_custom_type() <class_EditorPlugin_method_add_custom_type>` from the
  74. :ref:`class_EditorPlugin` class. This function can add new types to the editor
  75. (nodes or resources). However, before you can create the type, you need a script
  76. that will act as the logic for the type. While that script doesn't have to use
  77. the ``tool`` keyword, it can be added so the script runs in the editor.
  78. For this tutorial, we'll create a simple button that prints a message when
  79. clicked. For that, we'll need a simple script that extends from
  80. :ref:`class_Button`. It could also extend
  81. :ref:`class_BaseButton` if you prefer::
  82. tool
  83. extends Button
  84. func _enter_tree():
  85. connect("pressed", self, "clicked")
  86. func clicked():
  87. print("You clicked me!")
  88. That's it for our basic button. You can save this as ``button.gd`` inside the
  89. plugin folder. You'll also need a 16×16 icon to show in the scene tree. If you
  90. don't have one, you can grab the default one from the engine and save it in your
  91. `addons/my_custom_node` folder as `icon.png`, or use the default Godot logo
  92. (`preload("res://icon.png")`). You can also use SVG icons if desired.
  93. .. image:: img/making_plugins-custom_node_icon.png
  94. Now, we need to add it as a custom type so it shows on the **Create New Node**
  95. dialog. For that, change the ``custom_node.gd`` script to the following::
  96. tool
  97. extends EditorPlugin
  98. func _enter_tree():
  99. # Initialization of the plugin goes here
  100. # Add the new type with a name, a parent type, a script and an icon
  101. add_custom_type("MyButton", "Button", preload("button.gd"), preload("icon.png"))
  102. func _exit_tree():
  103. # Clean-up of the plugin goes here
  104. # Always remember to remove it from the engine when deactivated
  105. remove_custom_type("MyButton")
  106. With that done, the plugin should already be available in the plugin list in the
  107. **Project Settings**, so activate it as explained in `Checking the results`_.
  108. Then try it out by adding your new node:
  109. .. image:: img/making_plugins-custom_node_create.png
  110. When you add the node, you can see that it already has the script you created
  111. attached to it. Set a text to the button, save and run the scene. When you
  112. click the button, you can see some text in the console:
  113. .. image:: img/making_plugins-custom_node_console.png
  114. A custom dock
  115. ^^^^^^^^^^^^^
  116. Sometimes, you need to extend the editor and add tools that are always available.
  117. An easy way to do it is to add a new dock with a plugin. Docks are just scenes
  118. based on Control, so they are created in a way similar to usual GUI scenes.
  119. Creating a custom dock is done just like a custom node. Create a new
  120. ``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then
  121. add the following content to it::
  122. [plugin]
  123. name="My Custom Dock"
  124. description="A custom dock made so I can learn how to make plugins."
  125. author="Your Name Here"
  126. version="1.0"
  127. script="custom_dock.gd"
  128. Then create the script ``custom_dock.gd`` in the same folder. Fill it with the
  129. :ref:`template we've seen before <doc_making_plugins_template_code>` to get a
  130. good start.
  131. Since we're trying to add a new custom dock, we need to create the contents of
  132. the dock. This is nothing more than a standard Godot scene: just create
  133. a new scene in the editor then edit it.
  134. For an editor dock, the root node **must** be a :ref:`Control <class_Control>`
  135. or one of its child classes. For this tutorial, you can create a single button.
  136. The name of the root node will also be the name that appears on the dock tab,
  137. so be sure to give it a short and descriptive name.
  138. Also, don't forget to add some text to your button.
  139. .. image:: img/making_plugins-my_custom_dock_scene.png
  140. Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we created
  141. then add it as a dock in the editor. For this, you can rely on the function
  142. :ref:`add_control_to_dock() <class_EditorPlugin_method_add_control_to_dock>` from the
  143. :ref:`EditorPlugin <class_EditorPlugin>` class.
  144. You need to select a dock position and define the control to add
  145. (which is the scene you just created). Don't forget to
  146. **remove the dock** when the plugin is deactivated.
  147. The script could look like this::
  148. tool
  149. extends EditorPlugin
  150. # A class member to hold the dock during the plugin lifecycle
  151. var dock
  152. func _enter_tree():
  153. # Initialization of the plugin goes here
  154. # Load the dock scene and instance it
  155. dock = preload("res://addons/my_custom_dock/my_dock.tscn").instance()
  156. # Add the loaded scene to the docks
  157. add_control_to_dock(DOCK_SLOT_LEFT_UL, dock)
  158. # Note that LEFT_UL means the left of the editor, upper-left dock
  159. func _exit_tree():
  160. # Clean-up of the plugin goes here
  161. # Remove the dock
  162. remove_control_from_docks(dock)
  163. # Erase the control from the memory
  164. dock.free()
  165. Note that, while the dock will initially appear at its specified position,
  166. the user can freely change its position and save the resulting layout.
  167. Checking the results
  168. ^^^^^^^^^^^^^^^^^^^^
  169. It's now time to check the results of your work. Open the **Project
  170. Settings** and click on the **Plugins** tab. Your plugin should be the only one
  171. on the list. If it is not showing, click on the **Update** button in the
  172. top-right corner.
  173. .. image:: img/making_plugins-project_settings.png
  174. You can see the plugin is inactive on the **Status** column; click on the status
  175. to select **Active**. The dock should become visible before you even close
  176. the settings window. You should now have a custom dock:
  177. .. image:: img/making_plugins-custom_dock.png
  178. Going beyond
  179. ~~~~~~~~~~~~
  180. Now that you've learned how to make basic plugins, you can extend the editor in
  181. several ways. Lots of functionality can be added to the editor with GDScript;
  182. it is a powerful way to create specialized editors without having to delve into
  183. C++ modules.
  184. You can make your own plugins to help yourself and share them in the
  185. `Asset Library <https://godotengine.org/asset-library/>`_ so that people
  186. can benefit from your work.