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Add @tool_button annotation for easily creating inspector buttons. #78355

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fire
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@fire fire commented Jun 17, 2023

Supersedes: #59289
Closes: godotengine/godot-proposals#2149

tool_button demo

  • I see you replaced UndoRedo with EditorUndoRedoManager in response to my comment. Unfortunately it won't work, because all actions should go through EditorUndoRedoManager.
  • Need to test api changes

@fire fire added this to the 4.2 milestone Jun 17, 2023
@fire fire force-pushed the export-action-callable branch 4 times, most recently from fc69175 to 7ecec2a Compare June 17, 2023 04:46
@dalexeev
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TOOL_BUTTON as well as GROUP should be a "pseudo member" and must not shadow real members in members_indices, see #78254. In property list the names should be different too, I think (unlike GROUP).

To change the order of a tool button in the inspector, are you forced to move the function up? This does not follow the GDScript style guide, which recommends that variables be placed above functions.

@YuriSizov
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To change the order of a tool button in the inspector, are you forced to move the function up? This does not follow the GDScript style guide, which recommends that variables be placed above functions.

The last time we discussed the syntax it was suggested that you can add the annotation wherever you want if you pass a callable "reference" to it, see #59289 (comment).

@fire
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fire commented Jun 20, 2023

Can you explain how this affects this pr? Like how to change?

@fire fire force-pushed the export-action-callable branch from 7ecec2a to 514e37e Compare August 17, 2023 05:13
@fire fire force-pushed the export-action-callable branch from 514e37e to 8f0330a Compare August 17, 2023 05:20
ToolButtonEditorPlugin();
};

#endif // TOOL_BUTTON_EDITOR_PLUGIN_H
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Missing line termination

@fire
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fire commented Aug 18, 2023

Can someone help me test this? Also, does anyone know how to call this feature from c++?

@YuriSizov YuriSizov self-requested a review August 24, 2023 11:56
@@ -4174,6 +4178,44 @@ bool GDScriptParser::warning_annotations(const AnnotationNode *p_annotation, Nod
#endif // DEBUG_ENABLED
}

bool GDScriptParser::tool_button_annotation(const AnnotationNode *p_annotation, Node *p_node) {
#ifndef TOOLS_ENABLED // !TOOLS_ENABLED
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I'd flip the condition here, with both cases having the negative condition first is confusing

@YuriSizov YuriSizov modified the milestones: 4.2, 4.3 Sep 27, 2023
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func reset_color(old_color):
modulate = old_color
[/codeblock]
[b]Note:[/b] Make sure to provide separate `do` and `undo` methods that perform and reverse the action respectively.
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@Calinou Calinou Feb 23, 2024

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Suggested change
[b]Note:[/b] Make sure to provide separate `do` and `undo` methods that perform and reverse the action respectively.
[b]Note:[/b] Make sure to provide separate [code]do[/code] and [code]undo[/code] methods that perform and reverse the action respectively.

Also, this code sample won't work as-is because set_color and reset_color should be called do_method_name and undo_method_name for this example respectively.

/**************************************************************************/

#include "tool_button_editor_plugin.h"
#include "editor/editor_node.h"
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Suggested change
#include "editor/editor_node.h"
#include "editor/editor_node.h"

virtual bool can_handle(Object *p_object) override;
virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide = false) override;
void update_action_icon(Button *p_action_button);
void call_action(Object *p_object, StringName p_do_method_name, StringName p_undo_method_name);
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Suggested change
void call_action(Object *p_object, StringName p_do_method_name, StringName p_undo_method_name);
void call_action(Object *p_object, const StringName &p_do_method_name, const StringName &p_undo_method_name);

Comment on lines +4182 to +4216
#ifndef TOOLS_ENABLED // !TOOLS_ENABLED
// Only available in editor.
return true;
#else // TOOLS_ENABLED
AnnotationNode *annotation = const_cast<AnnotationNode *>(p_annotation);
FunctionNode *func = static_cast<FunctionNode *>(p_node);
if (annotation->resolved_arguments.size() < 1) {
push_error("Tool buttons must specify a name.", p_annotation);
return false;
}

if (!this->is_tool()) {
push_error("Tool buttons can only be used in tool scripts.", p_annotation);
return false;
}

annotation->export_info.name = annotation->resolved_arguments[0];
annotation->export_info.type = Variant::Type::CALLABLE;
annotation->export_info.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_INTERNAL;
if (func->parameters.size() != 1) {
push_error("Tool button methods must have an UndoRedo as their only argument.", func);
return false;
}
if (func->parameters[0]->datatype_specifier != nullptr && func->parameters[0]->datatype_specifier->type_chain[0]->name != "UndoRedo") {
push_error("Tool button methods must have an UndoRedo as their only argument.", func);
return false;
}
String hint_string = vformat("%s,%s", annotation->resolved_arguments[0], func->identifier->name);
if (annotation->resolved_arguments.size() > 1) {
// Icon.
hint_string += "," + annotation->resolved_arguments[1].operator String();
}
annotation->export_info.hint_string = hint_string;
return true;
#endif // TOOLS_ENABLED
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Suggested change
#ifndef TOOLS_ENABLED // !TOOLS_ENABLED
// Only available in editor.
return true;
#else // TOOLS_ENABLED
AnnotationNode *annotation = const_cast<AnnotationNode *>(p_annotation);
FunctionNode *func = static_cast<FunctionNode *>(p_node);
if (annotation->resolved_arguments.size() < 1) {
push_error("Tool buttons must specify a name.", p_annotation);
return false;
}
if (!this->is_tool()) {
push_error("Tool buttons can only be used in tool scripts.", p_annotation);
return false;
}
annotation->export_info.name = annotation->resolved_arguments[0];
annotation->export_info.type = Variant::Type::CALLABLE;
annotation->export_info.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_INTERNAL;
if (func->parameters.size() != 1) {
push_error("Tool button methods must have an UndoRedo as their only argument.", func);
return false;
}
if (func->parameters[0]->datatype_specifier != nullptr && func->parameters[0]->datatype_specifier->type_chain[0]->name != "UndoRedo") {
push_error("Tool button methods must have an UndoRedo as their only argument.", func);
return false;
}
String hint_string = vformat("%s,%s", annotation->resolved_arguments[0], func->identifier->name);
if (annotation->resolved_arguments.size() > 1) {
// Icon.
hint_string += "," + annotation->resolved_arguments[1].operator String();
}
annotation->export_info.hint_string = hint_string;
return true;
#endif // TOOLS_ENABLED
#ifdef TOOLS_ENABLED
AnnotationNode *annotation = const_cast<AnnotationNode *>(p_annotation);
FunctionNode *func = static_cast<FunctionNode *>(p_node);
if (annotation->resolved_arguments.size() < 1) {
push_error("Tool buttons must specify a name.", p_annotation);
return false;
}
if (!this->is_tool()) {
push_error("Tool buttons can only be used in tool scripts.", p_annotation);
return false;
}
annotation->export_info.name = annotation->resolved_arguments[0];
annotation->export_info.type = Variant::Type::CALLABLE;
annotation->export_info.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_INTERNAL;
if (func->parameters.size() != 1) {
push_error("Tool button methods must have an UndoRedo as their only argument.", func);
return false;
}
if (func->parameters[0]->datatype_specifier != nullptr && func->parameters[0]->datatype_specifier->type_chain[0]->name != "UndoRedo") {
push_error("Tool button methods must have an UndoRedo as their only argument.", func);
return false;
}
String hint_string = vformat("%s,%s", annotation->resolved_arguments[0], func->identifier->name);
if (annotation->resolved_arguments.size() > 1) {
// Icon.
hint_string += "," + annotation->resolved_arguments[1].operator String();
}
annotation->export_info.hint_string = hint_string;
return true;
#else // !TOOLS_ENABLED
// Only available in editor.
return true;
#endif // TOOLS_ENABLED

As per the earlier suggestion

@caphindsight
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Is this still on track to make 4.3?

@AThousandShips
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AThousandShips commented Mar 23, 2024

It's been abandoned by the author and needs to be salvaged, so it's waiting for someone to pick it up and continue the work

@caphindsight
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I might be insterested in picking it up.

Can you please summarize for me why the (arguably, overcomplicated) design with do/undo was chosen?
For my use cases, these actions I want @tool_button to perform are approximately never easily undo-able.
For example, I'd have a build_mesh action which would start by dropping the old mesh, and just building a new one instead, etc.

Wouldn't it be much simpler and more user-friendly to give up on undo?

@export var mesh_parameter: int = 42

@tool_button("Build mesh.")
func build_mesh():
    # Use mesh_parameter here, no function arguments allowed

This is exactly what people use the "boolean hack" for these days, only nicer and without the ugly workaround code.

@TokisanGames
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Undo/redo functionality would be used by a plugin or tool developer. Click an inspector button to process the mesh. Oops, undo. The tool developer has the option to connect their do and undo functions so the action gets logged in Godot's history and users can use them. It should also give the developer the option of providing a null undo callback so the functionality can be ignored by devs making hacks for their own use, IMO. But then these folks don't really need a tool button, as the boolean hack will suffice.

@Pshy0
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Pshy0 commented Mar 24, 2024

This feature could be added without undo/redo concerns by using a confirm dialogue.

@ultrasuperpingu
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ultrasuperpingu commented Apr 10, 2024

Undo/redo functionality would be used by a plugin or tool developer.

I'm not sure to understand why plugin or tool developper can't use the regular UndoRedo class to implements this if they need it ? (In fact, I use the EditorUndoRedoManager but never the regular UndoRedo, so maybe I miss something)

@TokisanGames
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You can. You're going to provide do and undo functions either way. This uses undo/redo in the background, so it's just more concise, syntactic sugar.

@ultrasuperpingu
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ultrasuperpingu commented Apr 10, 2024

You can. You're going to provide do and undo functions either way. This uses undo/redo in the background, so it's just more concise, syntactic sugar.

Then, IMHO it's not a good idea to make "regular" user to have to provide a null undo callback as they probably would be the main users of this feature... On my addons, I'm personally not really bothered to have to use a specific UndoRedo API to handle this pretty advanced feature (and for now, I mainly used an EditorPlugin, EditorNode3DPlugin and EditorNode3DGizmoPlugin to perform undoable actions).

@KoBeWi
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KoBeWi commented Jun 18, 2024

I think the solution for undoredo problems is just exposing EditorUndoRedoManager via EditorInterface (which is accessible as a singleton). This way the users would be able to optionally provide undo for their action, without making button callbacks more complex. I'm already exposing it in #90130.

@Macksaur
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I salvaged the great work here in #96290 to fit my use-cases. If anyone would like to check it out and let me know if I've missed any obvious wins, that'd be swell.

@AThousandShips
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Superseded by:

@AThousandShips AThousandShips removed this from the 4.4 milestone Aug 29, 2024
@fire fire deleted the export-action-callable branch August 29, 2024 17:47
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Add a way to export clickable actions to the inspector