godot-editor-plugin/addons/rider-plugin/rider-plugin.gd (58 lines of code) (raw):
@tool
extends EditorPlugin
var editor_settings: EditorSettings
var checkbutton: CheckButton
var rider_button: Button
var _preset_applier: PresetApplier
var _settings_service: EditorSettingsService
var _locator_service: RiderLocatorService
var _plugin_cfg_path: String
var _presets_json_path: String
func _enter_tree() -> void:
editor_settings = EditorInterface.get_editor_settings()
var script_path := (get_script() as Script).resource_path
var plugin_dir := script_path.get_base_dir()
_plugin_cfg_path = plugin_dir + "/plugin.cfg"
var cfg := ConfigFile.new()
var err := cfg.load(_plugin_cfg_path)
if err != OK:
push_warning("Failed to load plugin.cfg: %s" % [err])
return
var active := str(cfg.get_value("presets", "active", "on"))
var presets_rel_path := str(cfg.get_value("presets", "presets", "presets.json"))
_presets_json_path = plugin_dir + "/" + presets_rel_path
# Build UI
checkbutton = CheckButton.new()
checkbutton.text = "Use Rider"
checkbutton.tooltip_text = "Shortcut for setting recommended settings"
checkbutton.button_pressed = active == "on"
checkbutton.pressed.connect(_on_checkbutton_pressed)
add_control_to_container(EditorPlugin.CONTAINER_TOOLBAR, checkbutton)
# Initialize services and panel
_settings_service = EditorSettingsService.new()
_locator_service = RiderLocatorService.new()
_preset_applier = PresetApplier.new(_presets_json_path)
_locator_service.add_selector_in_editor_interface(_settings_service)
# Ensure settings reflect current state on startup
_apply_preset(active)
func _on_checkbutton_pressed() -> void:
var cfg := ConfigFile.new()
if cfg.load(_plugin_cfg_path) != OK:
push_warning("Failed to load plugin.cfg to update state")
return
var new_active: String = "off"
if checkbutton.button_pressed:
new_active = "on"
cfg.set_value("presets", "active", new_active)
var save_err := cfg.save(_plugin_cfg_path)
if save_err != OK:
push_warning("Failed to save plugin.cfg: %s" % [save_err])
# Apply selected preset to editor settings
_apply_preset(new_active)
func _apply_preset(active: String) -> void:
_preset_applier.apply_preset(editor_settings, active)
func _exit_tree() -> void:
remove_control_from_container(EditorPlugin.CONTAINER_TOOLBAR, checkbutton)
remove_control_from_container(EditorPlugin.CONTAINER_TOOLBAR, rider_button)
checkbutton.free()
rider_button.free()