style: apply gdformat formatting across the entire project
Auto-format all GDScript files using gdformat from gdtoolkit. This is a baseline formatting pass to ensure consistent style: - Normalizes indentation and spacing - Wraps long lines to 100 characters - Removes trailing whitespace - Standardizes blank lines between functions 68 files reformatted, 8 files left unchanged (3rd-party addon files with parse errors excluded).
This commit is contained in:
@@ -64,7 +64,7 @@ var _godot_last_state: Window.Mode = Window.MODE_FULLSCREEN
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func initialize(p_plugin: EditorPlugin) -> void:
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if p_plugin:
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plugin = p_plugin
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_godot_last_state = plugin.godot_editor_window.mode
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placement_opt = $Box/Buttons/PlacementOpt
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pinned_btn = $Box/Buttons/Pinned
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@@ -98,7 +98,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
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placement_opt.item_selected.connect(set_slot)
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floating_btn.pressed.connect(make_dock_float)
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pinned_btn.toggled.connect(_on_pin_changed)
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pinned_btn.visible = ( window != null )
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pinned_btn.visible = (window != null)
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size_slider.value_changed.connect(_on_slider_changed)
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plugin.ui.toolbar.tool_changed.connect(_on_tool_changed)
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@@ -113,7 +113,7 @@ func initialize(p_plugin: EditorPlugin) -> void:
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func _ready() -> void:
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if not _initialized:
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return
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# Setup styles
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set("theme_override_styles/panel", get_theme_stylebox("panel", "Panel"))
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# Avoid saving icon resources in tscn when editing w/ a tool script
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@@ -127,12 +127,18 @@ func _ready() -> void:
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confirm_dialog = ConfirmationDialog.new()
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add_child(confirm_dialog)
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confirm_dialog.hide()
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confirm_dialog.confirmed.connect(func(): _confirmed = true; \
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emit_signal("confirmation_closed"); \
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emit_signal("confirmation_confirmed") )
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confirm_dialog.canceled.connect(func(): _confirmed = false; \
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emit_signal("confirmation_closed"); \
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emit_signal("confirmation_canceled") )
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confirm_dialog.confirmed.connect(
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func():
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_confirmed = true
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emit_signal("confirmation_closed")
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emit_signal("confirmation_confirmed")
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)
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confirm_dialog.canceled.connect(
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func():
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_confirmed = false
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emit_signal("confirmation_closed")
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emit_signal("confirmation_canceled")
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)
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func get_current_list() -> ListContainer:
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@@ -141,9 +147,10 @@ func get_current_list() -> ListContainer:
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## Dock placement
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func set_slot(p_slot: int) -> void:
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p_slot = clamp(p_slot, 0, POS_MAX-1)
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p_slot = clamp(p_slot, 0, POS_MAX - 1)
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if slot != p_slot:
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slot = p_slot
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placement_opt.selected = slot
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@@ -177,7 +184,7 @@ func remove_dock(p_force: bool = false) -> void:
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pinned_btn.visible = false
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placement_opt.visible = true
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state = HIDDEN
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update_dock() # return window to side/bottom
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update_dock() # return window to side/bottom
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func update_dock() -> void:
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@@ -207,7 +214,7 @@ func update_layout() -> void:
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if not window and get_parent() and get_parent().get_parent() is Window:
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window = get_parent().get_parent()
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make_dock_float()
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return # Will call this function again upon display
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return # Will call this function again upon display
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var size_parent: Control = size_slider.get_parent()
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# Vertical layout in window / sidebar
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@@ -238,8 +245,10 @@ func update_layout() -> void:
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func update_thumbnails() -> void:
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if not is_instance_valid(plugin.terrain):
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return
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if current_list.type == Terrain3DAssets.TYPE_MESH and \
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Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME:
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if (
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current_list.type == Terrain3DAssets.TYPE_MESH
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and Time.get_ticks_msec() - _last_thumb_update_time > MAX_UPDATE_TIME
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):
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plugin.terrain.assets.create_mesh_thumbnails()
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_last_thumb_update_time = Time.get_ticks_msec()
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for mesh_asset in mesh_list.entries:
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@@ -293,7 +302,7 @@ func _on_meshes_pressed() -> void:
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func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor.Operation) -> void:
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if p_tool == Terrain3DEditor.INSTANCER:
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_on_meshes_pressed()
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elif p_tool in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
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elif p_tool in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]:
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_on_textures_pressed()
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@@ -303,7 +312,7 @@ func _on_tool_changed(p_tool: Terrain3DEditor.Tool, p_operation: Terrain3DEditor
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func update_assets() -> void:
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if not _initialized:
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return
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# Verify signals to individual lists
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if plugin.is_terrain_valid() and plugin.terrain.assets:
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if not plugin.terrain.assets.textures_changed.is_connected(texture_list.update_asset_list):
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@@ -318,13 +327,13 @@ func update_assets() -> void:
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func make_dock_float() -> void:
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# If not already created (eg from editor panel 'Make Floating' button)
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# If not already created (eg from editor panel 'Make Floating' button)
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if not window:
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remove_dock()
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create_window()
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state = WINDOWED
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visible = true # Asset dock contents are hidden when popping out of the bottom!
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visible = true # Asset dock contents are hidden when popping out of the bottom!
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pinned_btn.visible = true
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floating_btn.visible = false
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placement_opt.visible = false
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@@ -366,13 +375,18 @@ func clamp_window_position() -> void:
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bounds = DisplayServer.screen_get_position(window.current_screen)
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bounds += DisplayServer.screen_get_size(window.current_screen)
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var margin: int = 40
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window.position.x = clamp(window.position.x, -window.size.x + 2*margin, bounds.x - margin)
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window.position.x = clamp(window.position.x, -window.size.x + 2 * margin, bounds.x - margin)
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window.position.y = clamp(window.position.y, 25, bounds.y - margin)
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func _on_window_input(event: InputEvent) -> void:
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# Capture CTRL+S when doc focused to save scene
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if event is InputEventKey and event.keycode == KEY_S and event.pressed and event.is_command_or_control_pressed():
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if (
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event is InputEventKey
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and event.keycode == KEY_S
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and event.pressed
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and event.is_command_or_control_pressed()
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):
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save_editor_settings()
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EditorInterface.save_scene()
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@@ -385,7 +399,10 @@ func _on_godot_window_entered() -> void:
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func _on_godot_focus_entered() -> void:
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# If asset dock is windowed, and Godot was minimized, and now is not, restore asset dock window
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if is_instance_valid(window):
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if _godot_last_state == Window.MODE_MINIMIZED and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED:
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if (
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_godot_last_state == Window.MODE_MINIMIZED
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and plugin.godot_editor_window.mode != Window.MODE_MINIMIZED
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):
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window.show()
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_godot_last_state = plugin.godot_editor_window.mode
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plugin.godot_editor_window.grab_focus()
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@@ -399,6 +416,7 @@ func _on_godot_focus_exited() -> void:
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## Manage Editor Settings
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func load_editor_settings() -> void:
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floating_btn.button_pressed = plugin.get_setting(ES_DOCK_FLOATING, false)
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pinned_btn.button_pressed = plugin.get_setting(ES_DOCK_PINNED, true)
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@@ -431,8 +449,9 @@ func save_editor_settings() -> void:
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## class ListContainer
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##############################################################
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class ListContainer extends Container:
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class ListContainer:
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extends Container
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var plugin: EditorPlugin
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var type := Terrain3DAssets.TYPE_TEXTURE
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var entries: Array[ListEntry]
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@@ -441,34 +460,34 @@ class ListContainer extends Container:
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var width: float = 83
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var focus_style: StyleBox
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func _ready() -> void:
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set_v_size_flags(SIZE_EXPAND_FILL)
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set_h_size_flags(SIZE_EXPAND_FILL)
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func clear() -> void:
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for e in entries:
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e.get_parent().remove_child(e)
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e.queue_free()
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entries.clear()
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func update_asset_list() -> void:
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clear()
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# Grab terrain
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var t: Terrain3D
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if plugin.is_terrain_valid():
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t = plugin.terrain
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elif is_instance_valid(plugin._last_terrain) and plugin.is_terrain_valid(plugin._last_terrain):
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elif (
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is_instance_valid(plugin._last_terrain)
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and plugin.is_terrain_valid(plugin._last_terrain)
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):
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t = plugin._last_terrain
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else:
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return
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if not t.assets:
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return
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if type == Terrain3DAssets.TYPE_TEXTURE:
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var texture_count: int = t.assets.get_texture_count()
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for i in texture_count:
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@@ -486,12 +505,11 @@ class ListContainer extends Container:
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if selected_id >= mesh_count or selected_id < 0:
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set_selected_id(0)
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func add_item(p_resource: Resource = null, p_assets: Terrain3DAssets = null) -> void:
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var entry: ListEntry = ListEntry.new()
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entry.focus_style = focus_style
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var id: int = entries.size()
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entry.set_edited_resource(p_resource)
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entry.hovered.connect(_on_resource_hovered.bind(id))
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entry.selected.connect(set_selected_id.bind(id))
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@@ -501,55 +519,60 @@ class ListContainer extends Container:
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entry.asset_list = p_assets
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add_child(entry)
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entries.push_back(entry)
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if p_resource:
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entry.set_selected(id == selected_id)
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if not p_resource.id_changed.is_connected(set_selected_after_swap):
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p_resource.id_changed.connect(set_selected_after_swap)
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func _on_resource_hovered(p_id: int):
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if type == Terrain3DAssets.TYPE_MESH:
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if plugin.terrain:
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plugin.terrain.assets.create_mesh_thumbnails(p_id)
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func set_selected_after_swap(p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int) -> void:
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func set_selected_after_swap(
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p_type: Terrain3DAssets.AssetType, p_old_id: int, p_new_id: int
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) -> void:
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set_selected_id(clamp(p_new_id, 0, entries.size() - 2))
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func set_selected_id(p_id: int) -> void:
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selected_id = p_id
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for i in entries.size():
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var entry: ListEntry = entries[i]
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entry.set_selected(i == selected_id)
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plugin.select_terrain()
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# Select Paint tool if clicking a texture
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if type == Terrain3DAssets.TYPE_TEXTURE and \
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not plugin.editor.get_tool() in [ Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS ]:
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if (
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type == Terrain3DAssets.TYPE_TEXTURE
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and not (
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plugin.editor.get_tool()
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in [Terrain3DEditor.TEXTURE, Terrain3DEditor.COLOR, Terrain3DEditor.ROUGHNESS]
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)
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):
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var paint_btn: Button = plugin.ui.toolbar.get_node_or_null("PaintTexture")
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if paint_btn:
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paint_btn.set_pressed(true)
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plugin.ui._on_tool_changed(Terrain3DEditor.TEXTURE, Terrain3DEditor.REPLACE)
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elif type == Terrain3DAssets.TYPE_MESH and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER:
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elif (
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type == Terrain3DAssets.TYPE_MESH
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and plugin.editor.get_tool() != Terrain3DEditor.INSTANCER
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):
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var instancer_btn: Button = plugin.ui.toolbar.get_node_or_null("InstanceMeshes")
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if instancer_btn:
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instancer_btn.set_pressed(true)
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plugin.ui._on_tool_changed(Terrain3DEditor.INSTANCER, Terrain3DEditor.ADD)
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# Update editor with selected brush
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plugin.ui._on_setting_changed()
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func _on_resource_inspected(p_resource: Resource) -> void:
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await get_tree().create_timer(.01).timeout
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EditorInterface.edit_resource(p_resource)
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func _on_resource_changed(p_resource: Resource, p_id: int) -> void:
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if not p_resource:
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var asset_dock: Control = get_parent().get_parent().get_parent()
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@@ -562,7 +585,7 @@ class ListContainer extends Container:
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if not asset_dock._confirmed:
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update_asset_list()
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return
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if not plugin.is_terrain_valid():
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plugin.select_terrain()
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await get_tree().create_timer(.01).timeout
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@@ -577,32 +600,27 @@ class ListContainer extends Container:
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# If removing an entry, clear inspector
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if not p_resource:
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EditorInterface.inspect_object(null)
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# If null resource, remove last
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EditorInterface.inspect_object(null)
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# If null resource, remove last
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if not p_resource:
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var last_offset: int = 2
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if p_id == entries.size()-2:
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if p_id == entries.size() - 2:
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last_offset = 3
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set_selected_id(clamp(selected_id, 0, entries.size() - last_offset))
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func get_selected_id() -> int:
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return selected_id
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func get_selected_asset_id() -> int:
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return selected_id
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func set_entry_width(value: float) -> void:
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width = clamp(value, 66, 230)
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redraw()
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func get_entry_width() -> float:
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return width
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func redraw() -> void:
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height = 0
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@@ -610,21 +628,21 @@ class ListContainer extends Container:
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var separation: float = 4
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var columns: int = 3
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columns = clamp(size.x / width, 1, 100)
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for c in get_children():
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if is_instance_valid(c):
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c.size = Vector2(width, width) - Vector2(separation, separation)
|
||||
c.position = Vector2(id % columns, id / columns) * width + \
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Vector2(separation / columns, separation / columns)
|
||||
c.position = (
|
||||
Vector2(id % columns, id / columns) * width
|
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+ Vector2(separation / columns, separation / columns)
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||||
)
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height = max(height, c.position.y + width)
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id += 1
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# Needed to enable ScrollContainer scroll bar
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func _get_minimum_size() -> Vector2:
|
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return Vector2(0, height)
|
||||
|
||||
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func _notification(p_what) -> void:
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if p_what == NOTIFICATION_SORT_CHILDREN:
|
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redraw()
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@@ -635,12 +653,13 @@ class ListContainer extends Container:
|
||||
##############################################################
|
||||
|
||||
|
||||
class ListEntry extends VBoxContainer:
|
||||
signal hovered()
|
||||
signal selected()
|
||||
class ListEntry:
|
||||
extends VBoxContainer
|
||||
signal hovered
|
||||
signal selected
|
||||
signal changed(resource: Resource)
|
||||
signal inspected(resource: Resource)
|
||||
|
||||
|
||||
var resource: Resource
|
||||
var type := Terrain3DAssets.TYPE_TEXTURE
|
||||
var _thumbnail: Texture2D
|
||||
@@ -648,7 +667,7 @@ class ListEntry extends VBoxContainer:
|
||||
var is_hovered: bool = false
|
||||
var is_selected: bool = false
|
||||
var asset_list: Terrain3DAssets
|
||||
|
||||
|
||||
@onready var button_row := HBoxContainer.new()
|
||||
@onready var button_clear := TextureButton.new()
|
||||
@onready var button_edit := TextureButton.new()
|
||||
@@ -664,14 +683,12 @@ class ListEntry extends VBoxContainer:
|
||||
@onready var background: StyleBox = get_theme_stylebox("pressed", "Button")
|
||||
@onready var focus_style: StyleBox = get_theme_stylebox("focus", "Button").duplicate()
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
setup_buttons()
|
||||
setup_label()
|
||||
focus_style.set_border_width_all(2)
|
||||
focus_style.set_border_color(Color(1, 1, 1, .67))
|
||||
|
||||
|
||||
func setup_buttons() -> void:
|
||||
var icon_size: Vector2 = Vector2(12, 12)
|
||||
var margin_container := MarginContainer.new()
|
||||
@@ -680,7 +697,7 @@ class ListEntry extends VBoxContainer:
|
||||
margin_container.add_theme_constant_override("margin_left", 5)
|
||||
margin_container.add_theme_constant_override("margin_right", 5)
|
||||
add_child(margin_container)
|
||||
|
||||
|
||||
button_row.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
button_row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
button_row.mouse_filter = Control.MOUSE_FILTER_PASS
|
||||
@@ -696,7 +713,7 @@ class ListEntry extends VBoxContainer:
|
||||
button_enabled.mouse_filter = Control.MOUSE_FILTER_PASS
|
||||
button_enabled.pressed.connect(enable)
|
||||
button_row.add_child(button_enabled)
|
||||
|
||||
|
||||
button_edit.set_texture_normal(edit_icon)
|
||||
button_edit.set_custom_minimum_size(icon_size)
|
||||
button_edit.set_h_size_flags(Control.SIZE_SHRINK_END)
|
||||
@@ -708,7 +725,7 @@ class ListEntry extends VBoxContainer:
|
||||
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
spacer.mouse_filter = Control.MOUSE_FILTER_PASS
|
||||
button_row.add_child(spacer)
|
||||
|
||||
|
||||
button_clear.set_texture_normal(clear_icon)
|
||||
button_clear.set_custom_minimum_size(icon_size)
|
||||
button_clear.set_h_size_flags(Control.SIZE_SHRINK_END)
|
||||
@@ -717,7 +734,6 @@ class ListEntry extends VBoxContainer:
|
||||
button_clear.pressed.connect(clear)
|
||||
button_row.add_child(button_clear)
|
||||
|
||||
|
||||
func setup_label() -> void:
|
||||
name_label = Label.new()
|
||||
add_child(name_label, true)
|
||||
@@ -737,13 +753,12 @@ class ListEntry extends VBoxContainer:
|
||||
else:
|
||||
name_label.text = "Add Mesh"
|
||||
|
||||
|
||||
func _notification(p_what) -> void:
|
||||
match p_what:
|
||||
NOTIFICATION_DRAW:
|
||||
# Hide spacer if icons are crowding small textures
|
||||
spacer.visible = size.x > 70 or type == Terrain3DAssets.TYPE_TEXTURE
|
||||
|
||||
|
||||
var rect: Rect2 = Rect2(Vector2.ZERO, get_size())
|
||||
if !resource:
|
||||
draw_style_box(background, rect)
|
||||
@@ -766,7 +781,7 @@ class ListEntry extends VBoxContainer:
|
||||
else:
|
||||
draw_rect(rect, Color(.15, .15, .15, 1.))
|
||||
button_enabled.set_pressed_no_signal(!resource.is_enabled())
|
||||
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x/10)
|
||||
name_label.add_theme_font_size_override("font_size", 4 + rect.size.x / 10)
|
||||
if drop_data:
|
||||
draw_style_box(focus_style, rect)
|
||||
if is_hovered:
|
||||
@@ -784,7 +799,6 @@ class ListEntry extends VBoxContainer:
|
||||
drop_data = false
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func _gui_input(p_event: InputEvent) -> void:
|
||||
if p_event is InputEventMouseButton:
|
||||
if p_event.is_pressed():
|
||||
@@ -806,7 +820,6 @@ class ListEntry extends VBoxContainer:
|
||||
if resource:
|
||||
clear()
|
||||
|
||||
|
||||
func _can_drop_data(p_at_position: Vector2, p_data: Variant) -> bool:
|
||||
drop_data = false
|
||||
if typeof(p_data) == TYPE_DICTIONARY:
|
||||
@@ -815,7 +828,6 @@ class ListEntry extends VBoxContainer:
|
||||
drop_data = true
|
||||
return drop_data
|
||||
|
||||
|
||||
func _drop_data(p_at_position: Vector2, p_data: Variant) -> void:
|
||||
if typeof(p_data) == TYPE_DICTIONARY:
|
||||
var res: Resource = load(p_data.files[0])
|
||||
@@ -844,8 +856,6 @@ class ListEntry extends VBoxContainer:
|
||||
emit_signal("selected")
|
||||
emit_signal("inspected", resource)
|
||||
|
||||
|
||||
|
||||
func set_edited_resource(p_res: Resource, p_no_signal: bool = true) -> void:
|
||||
resource = p_res
|
||||
if resource:
|
||||
@@ -853,35 +863,30 @@ class ListEntry extends VBoxContainer:
|
||||
resource.file_changed.connect(_on_resource_changed)
|
||||
if resource is Terrain3DMeshAsset:
|
||||
resource.instancer_setting_changed.connect(_on_resource_changed)
|
||||
|
||||
|
||||
if button_clear:
|
||||
button_clear.set_visible(resource != null)
|
||||
|
||||
|
||||
queue_redraw()
|
||||
if !p_no_signal:
|
||||
emit_signal("changed", resource)
|
||||
|
||||
|
||||
func _on_resource_changed() -> void:
|
||||
queue_redraw()
|
||||
emit_signal("changed", resource)
|
||||
|
||||
|
||||
func set_selected(value: bool) -> void:
|
||||
is_selected = value
|
||||
queue_redraw()
|
||||
|
||||
|
||||
func clear() -> void:
|
||||
if resource:
|
||||
set_edited_resource(null, false)
|
||||
|
||||
|
||||
func edit() -> void:
|
||||
emit_signal("selected")
|
||||
emit_signal("inspected", resource)
|
||||
|
||||
|
||||
func enable() -> void:
|
||||
if resource is Terrain3DMeshAsset:
|
||||
resource.set_enabled(!resource.is_enabled())
|
||||
|
||||
Reference in New Issue
Block a user