mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:05:34 +00:00
156 lines
4.9 KiB
GDScript
156 lines
4.9 KiB
GDScript
@tool
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extends PanelContainer
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# UI dock for the Weapon Creator plugin
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# Provides a button to open the creation dialog and displays creation logs
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signal create_weapon_requested(weapon_data: Dictionary)
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# UI elements
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var open_dialog_button: Button
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var clear_button: Button
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var log_output: RichTextLabel
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var weapon_viewer: PanelContainer
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var _is_creating: bool = false
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var _editor_interface: EditorInterface
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func setup(editor_interface: EditorInterface) -> void:
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_editor_interface = editor_interface
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func _ready() -> void:
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_build_ui()
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func _build_ui() -> void:
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# Main margin container
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var margin = MarginContainer.new()
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margin.add_theme_constant_override("margin_left", 8)
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margin.add_theme_constant_override("margin_top", 8)
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margin.add_theme_constant_override("margin_right", 8)
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margin.add_theme_constant_override("margin_bottom", 8)
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add_child(margin)
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# Main vbox
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var vbox = VBoxContainer.new()
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vbox.add_theme_constant_override("separation", 8)
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margin.add_child(vbox)
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# Title
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var title = Label.new()
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title.text = "3D Weapon Creator"
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title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(title)
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vbox.add_child(HSeparator.new())
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# Buttons
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var button_hbox = HBoxContainer.new()
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button_hbox.alignment = BoxContainer.ALIGNMENT_CENTER
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button_hbox.add_theme_constant_override("separation", 8)
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vbox.add_child(button_hbox)
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open_dialog_button = Button.new()
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open_dialog_button.text = "Create Weapon (2D)"
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open_dialog_button.custom_minimum_size = Vector2(150, 0)
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open_dialog_button.pressed.connect(_on_open_dialog_pressed.bind(false))
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button_hbox.add_child(open_dialog_button)
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var open_dialog_button_3d = Button.new()
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open_dialog_button_3d.text = "Create Weapon (3D)"
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open_dialog_button_3d.custom_minimum_size = Vector2(150, 0)
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open_dialog_button_3d.pressed.connect(_on_open_dialog_pressed.bind(true))
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button_hbox.add_child(open_dialog_button_3d)
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clear_button = Button.new()
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clear_button.text = "Clear Log"
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clear_button.pressed.connect(_on_clear_button_pressed)
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button_hbox.add_child(clear_button)
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vbox.add_child(HSeparator.new())
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# Horizontal split container for weapon viewer and log
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var hsplit = HSplitContainer.new()
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hsplit.size_flags_vertical = Control.SIZE_EXPAND_FILL
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vbox.add_child(hsplit)
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# Log section (left side)
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var log_vbox = VBoxContainer.new()
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log_vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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log_vbox.add_theme_constant_override("separation", 4)
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hsplit.add_child(log_vbox)
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# Weapon Viewer (right side)
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var weapon_viewer_script = load("res://addons/weapon_creator/WeaponViewer.gd")
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weapon_viewer = PanelContainer.new()
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weapon_viewer.set_script(weapon_viewer_script)
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weapon_viewer.custom_minimum_size = Vector2(300, 0)
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weapon_viewer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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# Connect duplicate weapon signal
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weapon_viewer.duplicate_weapon_requested.connect(_on_weapon_data_confirmed)
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hsplit.add_child(weapon_viewer)
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# Setup after adding to scene tree
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if _editor_interface:
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weapon_viewer.setup(_editor_interface)
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var log_label = Label.new()
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log_label.text = "Output Log:"
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log_vbox.add_child(log_label)
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var log_scroll = ScrollContainer.new()
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log_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
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log_vbox.add_child(log_scroll)
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log_output = RichTextLabel.new()
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log_output.bbcode_enabled = true
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log_output.scroll_following = true
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log_output.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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log_output.size_flags_vertical = Control.SIZE_EXPAND_FILL
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log_scroll.add_child(log_output)
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func _on_open_dialog_pressed(is_3d: bool) -> void:
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# Open the weapon creation dialog window
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var dialog_script = load("res://addons/weapon_creator/WeaponCreatorDialog.gd")
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var dialog = Window.new()
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dialog.set_script(dialog_script)
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# Add to scene tree first
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get_tree().root.add_child(dialog)
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# Setup editor interface and mode using call_deferred to ensure script is ready
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if _editor_interface:
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dialog.call_deferred("setup", _editor_interface, is_3d)
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# Connect to the confirmation signal using call_deferred
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dialog.call_deferred("connect", "weapon_data_confirmed", _on_weapon_data_confirmed)
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# Show the dialog
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dialog.call_deferred("popup_centered")
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func _on_weapon_data_confirmed(weapon_data: Dictionary) -> void:
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# Receive weapon data from dialog and forward to plugin
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if _is_creating:
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return
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_is_creating = true
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open_dialog_button.disabled = true
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log_output.clear()
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# Emit signal to plugin
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create_weapon_requested.emit(weapon_data)
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func _on_clear_button_pressed() -> void:
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log_output.clear()
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func add_log(message: String, color: Color = Color.WHITE) -> void:
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# Add colored message to log output
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log_output.append_text("[color=#" + color.to_html(false) + "]" + message + "[/color]\n")
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func set_creation_complete() -> void:
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# Re-enable the create button after creation is complete
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_is_creating = false
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open_dialog_button.disabled = false
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# Refresh weapon viewer to show newly created weapon
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if weapon_viewer:
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weapon_viewer.call("refresh_weapons")
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