making_plugins.rst 16 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 editor functionality.
  12. This tutorial will guide you through the creation of two plugins so
  13. you can understand how they work and be able to develop your own. The first
  14. is a custom node that you can add to any scene in the project, and the
  15. other is 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 for the editor to identify a new plugin is to
  21. create two files: a ``plugin.cfg`` for configuration and a tool script with the
  22. functionality. Plugins have a standard path like ``addons/plugin_name`` inside
  23. the project folder. Godot provides a dialog for generating those files and
  24. placing them where they need to be.
  25. In the main toolbar, click the ``Project`` dropdown. Then click
  26. ``Project Settings...``. Go to the ``Plugins`` tab and then click
  27. on the ``Create New Plugin`` button in the top-right.
  28. You will see the dialog appear, like so:
  29. .. image:: img/making_plugins-create_plugin_dialog.webp
  30. The placeholder text in each field describes how it affects the plugin's
  31. creation of the files and the config file's values.
  32. To continue with the example, use the following values:
  33. .. tabs::
  34. .. code-tab:: ini GDScript
  35. Plugin Name: My Custom Node
  36. Subfolder: my_custom_node
  37. Description: A custom node made to extend the Godot Engine.
  38. Author: Your Name Here
  39. Version: 1.0.0
  40. Language: GDScript
  41. Script Name: custom_node.gd
  42. Activate now: No
  43. .. code-tab:: ini C#
  44. Plugin Name: My Custom Node
  45. Subfolder: MyCustomNode
  46. Description: A custom node made to extend the Godot Engine.
  47. Author: Your Name Here
  48. Version: 1.0.0
  49. Language: C#
  50. Script Name: CustomNode.cs
  51. Activate now: No
  52. .. warning::
  53. Unchecking the ``Activate now?`` option in C# is always required because,
  54. like every other C# script, the EditorPlugin script needs to be compiled which
  55. requires building the project. After building the project the plugin can be
  56. enabled in the ``Plugins`` tab of ``Project Settings``.
  57. You should end up with a directory structure like this:
  58. .. image:: img/making_plugins-my_custom_mode_folder.webp
  59. ``plugin.cfg`` is an INI file with metadata about your plugin.
  60. The name and description help people understand what it does.
  61. Your name helps you get properly credited for your work.
  62. The version number helps others know if they have an outdated version;
  63. if you are unsure on how to come up with the version number, check out `Semantic Versioning <https://semver.org/>`_.
  64. The main script file will instruct Godot what your plugin does in the editor
  65. once it is active.
  66. The script file
  67. ^^^^^^^^^^^^^^^
  68. Upon creation of the plugin, the dialog will automatically open the
  69. EditorPlugin script for you. The script has two requirements that you cannot
  70. change: it must be a ``@tool`` script, or else it will not load properly in the
  71. editor, and it must inherit from :ref:`class_EditorPlugin`.
  72. .. warning::
  73. In addition to the EditorPlugin script, any other GDScript that your plugin uses
  74. must *also* be a tool. Any GDScript without ``@tool`` used by the editor
  75. will act like an empty file!
  76. It's important to deal with initialization and clean-up of resources.
  77. A good practice is to use the virtual function
  78. :ref:`_enter_tree() <class_Node_private_method__enter_tree>` to initialize your plugin and
  79. :ref:`_exit_tree() <class_Node_private_method__exit_tree>` to clean it up. Thankfully,
  80. the dialog generates these callbacks for you. Your script should look something
  81. like this:
  82. .. _doc_making_plugins_template_code:
  83. .. tabs::
  84. .. code-tab:: gdscript GDScript
  85. @tool
  86. extends EditorPlugin
  87. func _enter_tree():
  88. # Initialization of the plugin goes here.
  89. pass
  90. func _exit_tree():
  91. # Clean-up of the plugin goes here.
  92. pass
  93. .. code-tab:: csharp
  94. #if TOOLS
  95. using Godot;
  96. [Tool]
  97. public partial class CustomNode : EditorPlugin
  98. {
  99. public override void _EnterTree()
  100. {
  101. // Initialization of the plugin goes here.
  102. }
  103. public override void _ExitTree()
  104. {
  105. // Clean-up of the plugin goes here.
  106. }
  107. }
  108. #endif
  109. This is a good template to use when creating new plugins.
  110. A custom node
  111. ~~~~~~~~~~~~~
  112. Sometimes you want a certain behavior in many nodes, such as a custom scene
  113. or control that can be reused. Instancing is helpful in a lot of cases, but
  114. sometimes it can be cumbersome, especially if you're using it in many
  115. projects. A good solution to this is to make a plugin that adds a node with a
  116. custom behavior.
  117. .. warning::
  118. Nodes added via an EditorPlugin are "CustomType" nodes. While they work
  119. with any scripting language, they have fewer features than
  120. :ref:`the Script Class system <doc_gdscript_basics_class_name>`. If you
  121. are writing GDScript or NativeScript, we recommend using Script Classes instead.
  122. To create a new node type, you can use the function
  123. :ref:`add_custom_type() <class_EditorPlugin_method_add_custom_type>` from the
  124. :ref:`class_EditorPlugin` class. This function can add new types to the editor
  125. (nodes or resources). However, before you can create the type, you need a script
  126. that will act as the logic for the type. While that script doesn't have to use
  127. the ``@tool`` annotation, it can be added so the script runs in the editor.
  128. For this tutorial, we'll create a button that prints a message when
  129. clicked. For that, we'll need a script that extends from
  130. :ref:`class_Button`. It could also extend
  131. :ref:`class_BaseButton` if you prefer:
  132. .. tabs::
  133. .. code-tab:: gdscript GDScript
  134. @tool
  135. extends Button
  136. func _enter_tree():
  137. pressed.connect(clicked)
  138. func clicked():
  139. print("You clicked me!")
  140. .. code-tab:: csharp
  141. using Godot;
  142. [Tool]
  143. public partial class MyButton : Button
  144. {
  145. public override void _EnterTree()
  146. {
  147. Pressed += Clicked;
  148. }
  149. public void Clicked()
  150. {
  151. GD.Print("You clicked me!");
  152. }
  153. }
  154. That's it for our basic button. You can save this as ``my_button.gd`` inside the
  155. plugin folder. You'll also need a 16×16 icon to show in the scene tree. If you
  156. don't have one, you can grab the default one from the engine and save it in your
  157. `addons/my_custom_node` folder as `icon.png`, or use the default Godot logo
  158. (`preload("res://icon.svg")`).
  159. .. tip::
  160. SVG images that are used as custom node icons should have the
  161. **Editor > Scale With Editor Scale** and **Editor > Convert Colors With Editor Theme**
  162. :ref:`import options <doc_importing_images_editor_import_options>` enabled. This allows
  163. icons to follow the editor's scale and theming settings if the icons are designed with
  164. the same color palette as Godot's own icons.
  165. .. image:: img/making_plugins-custom_node_icon.png
  166. Now, we need to add it as a custom type so it shows on the **Create New Node**
  167. dialog. For that, change the ``custom_node.gd`` script to the following:
  168. .. tabs::
  169. .. code-tab:: gdscript GDScript
  170. @tool
  171. extends EditorPlugin
  172. func _enter_tree():
  173. # Initialization of the plugin goes here.
  174. # Add the new type with a name, a parent type, a script and an icon.
  175. add_custom_type("MyButton", "Button", preload("my_button.gd"), preload("icon.png"))
  176. func _exit_tree():
  177. # Clean-up of the plugin goes here.
  178. # Always remember to remove it from the engine when deactivated.
  179. remove_custom_type("MyButton")
  180. .. code-tab:: csharp
  181. #if TOOLS
  182. using Godot;
  183. [Tool]
  184. public partial class CustomNode : EditorPlugin
  185. {
  186. public override void _EnterTree()
  187. {
  188. // Initialization of the plugin goes here.
  189. // Add the new type with a name, a parent type, a script and an icon.
  190. var script = GD.Load<Script>("res://addons/MyCustomNode/MyButton.cs");
  191. var texture = GD.Load<Texture2D>("res://addons/MyCustomNode/Icon.png");
  192. AddCustomType("MyButton", "Button", script, texture);
  193. }
  194. public override void _ExitTree()
  195. {
  196. // Clean-up of the plugin goes here.
  197. // Always remember to remove it from the engine when deactivated.
  198. RemoveCustomType("MyButton");
  199. }
  200. }
  201. #endif
  202. With that done, the plugin should already be available in the plugin list in the
  203. **Project Settings**, so activate it as explained in `Checking the results`_.
  204. Then try it out by adding your new node:
  205. .. image:: img/making_plugins-custom_node_create.webp
  206. When you add the node, you can see that it already has the script you created
  207. attached to it. Set a text to the button, save and run the scene. When you
  208. click the button, you can see some text in the console:
  209. .. image:: img/making_plugins-custom_node_console.webp
  210. A custom dock
  211. ~~~~~~~~~~~~~
  212. Sometimes, you need to extend the editor and add tools that are always available.
  213. An easy way to do it is to add a new dock with a plugin. Docks are just scenes
  214. based on Control, so they are created in a way similar to usual GUI scenes.
  215. Creating a custom dock is done just like a custom node. Create a new
  216. ``plugin.cfg`` file in the ``addons/my_custom_dock`` folder, then
  217. add the following content to it:
  218. .. tabs::
  219. .. code-tab:: gdscript GDScript
  220. [plugin]
  221. name="My Custom Dock"
  222. description="A custom dock made so I can learn how to make plugins."
  223. author="Your Name Here"
  224. version="1.0"
  225. script="custom_dock.gd"
  226. .. code-tab:: csharp
  227. [plugin]
  228. name="My Custom Dock"
  229. description="A custom dock made so I can learn how to make plugins."
  230. author="Your Name Here"
  231. version="1.0"
  232. script="CustomDock.cs"
  233. Then create the script ``custom_dock.gd`` in the same folder. Fill it with the
  234. :ref:`template we've seen before <doc_making_plugins_template_code>` to get a
  235. good start.
  236. Since we're trying to add a new custom dock, we need to create the contents of
  237. the dock. This is nothing more than a standard Godot scene: just create
  238. a new scene in the editor then edit it.
  239. For an editor dock, the root node **must** be a :ref:`Control <class_Control>`
  240. or one of its child classes. For this tutorial, you can create a single button.
  241. The name of the root node will also be the name that appears on the dock tab,
  242. so be sure to give it a short and descriptive name.
  243. Also, don't forget to add some text to your button.
  244. .. image:: img/making_plugins-my_custom_dock_scene.webp
  245. Save this scene as ``my_dock.tscn``. Now, we need to grab the scene we created
  246. then add it as a dock in the editor. For this, you can rely on the function
  247. :ref:`add_control_to_dock() <class_EditorPlugin_method_add_control_to_dock>` from the
  248. :ref:`EditorPlugin <class_EditorPlugin>` class.
  249. You need to select a dock position and define the control to add
  250. (which is the scene you just created). Don't forget to
  251. **remove the dock** when the plugin is deactivated.
  252. The script could look like this:
  253. .. tabs::
  254. .. code-tab:: gdscript GDScript
  255. @tool
  256. extends EditorPlugin
  257. # A class member to hold the dock during the plugin life cycle.
  258. var dock
  259. func _enter_tree():
  260. # Initialization of the plugin goes here.
  261. # Load the dock scene and instantiate it.
  262. dock = preload("res://addons/my_custom_dock/my_dock.tscn").instantiate()
  263. # Add the loaded scene to the docks.
  264. add_control_to_dock(DOCK_SLOT_LEFT_UL, dock)
  265. # Note that LEFT_UL means the left of the editor, upper-left dock.
  266. func _exit_tree():
  267. # Clean-up of the plugin goes here.
  268. # Remove the dock.
  269. remove_control_from_docks(dock)
  270. # Erase the control from the memory.
  271. dock.free()
  272. .. code-tab:: csharp
  273. #if TOOLS
  274. using Godot;
  275. [Tool]
  276. public partial class CustomDock : EditorPlugin
  277. {
  278. private Control _dock;
  279. public override void _EnterTree()
  280. {
  281. _dock = GD.Load<PackedScene>("res://addons/MyCustomDock/MyDock.tscn").Instantiate<Control>();
  282. AddControlToDock(DockSlot.LeftUl, _dock);
  283. }
  284. public override void _ExitTree()
  285. {
  286. // Clean-up of the plugin goes here.
  287. // Remove the dock.
  288. RemoveControlFromDocks(_dock);
  289. // Erase the control from the memory.
  290. _dock.Free();
  291. }
  292. }
  293. #endif
  294. Note that, while the dock will initially appear at its specified position,
  295. the user can freely change its position and save the resulting layout.
  296. Checking the results
  297. ^^^^^^^^^^^^^^^^^^^^
  298. It's now time to check the results of your work. Open the **Project
  299. Settings** and click on the **Plugins** tab. Your plugin should be the only one
  300. on the list.
  301. .. image:: img/making_plugins-project_settings.webp
  302. You can see the plugin is not enabled.
  303. Click the **Enable** checkbox to activate the plugin.
  304. The dock should become visible before you even close
  305. the settings window. You should now have a custom dock:
  306. .. image:: img/making_plugins-custom_dock.webp
  307. .. _doc_making_plugins_autoload:
  308. Registering autoloads/singletons in plugins
  309. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  310. It is possible for editor plugins to automatically register
  311. :ref:`autoloads <doc_singletons_autoload>` when the plugin is enabled.
  312. This also includes unregistering the autoload when the plugin is disabled.
  313. This makes setting up plugins faster for users, as they no longer have to manually
  314. add autoloads to their project settings if your editor plugin requires the use of
  315. an autoload.
  316. Use the following code to register a singleton from an editor plugin:
  317. .. tabs::
  318. .. code-tab:: gdscript GDScript
  319. @tool
  320. extends EditorPlugin
  321. # Replace this value with a PascalCase autoload name, as per the GDScript style guide.
  322. const AUTOLOAD_NAME = "SomeAutoload"
  323. func _enable_plugin():
  324. # The autoload can be a scene or script file.
  325. add_autoload_singleton(AUTOLOAD_NAME, "res://addons/my_addon/some_autoload.tscn")
  326. func _disable_plugin():
  327. remove_autoload_singleton(AUTOLOAD_NAME)
  328. .. code-tab:: csharp
  329. #if TOOLS
  330. using Godot;
  331. [Tool]
  332. public partial class MyEditorPlugin : EditorPlugin
  333. {
  334. // Replace this value with a PascalCase autoload name.
  335. private const string AutoloadName = "SomeAutoload";
  336. public override void _EnablePlugin()
  337. {
  338. // The autoload can be a scene or script file.
  339. AddAutoloadSingleton(AutoloadName, "res://addons/MyAddon/SomeAutoload.tscn");
  340. }
  341. public override void _DisablePlugin()
  342. {
  343. RemoveAutoloadSingleton(AutoloadName);
  344. }
  345. }
  346. #endif
  347. Using sub-plugins
  348. ~~~~~~~~~~~~~~~~~
  349. Often a plugin adds multiple things, for example a custom node and a panel.
  350. In those cases it might be easier to have a separate plugin script for each of those features.
  351. Sub-plugins can be used for this.
  352. First create all plugins and sub plugins as normal plugins:
  353. .. image:: img/sub_plugin_creation.webp
  354. Then move the sub plugins into the main plugin folder:
  355. .. image:: img/sub_plugin_moved.webp
  356. Godot will hide sub-plugins from the plugin list, so that a user can't enable or disable them.
  357. Instead the main plugin script should enable and disable sub-plugins like this:
  358. .. tabs::
  359. .. code-tab:: gdscript GDScript
  360. @tool
  361. extends EditorPlugin
  362. # The main plugin is located at res://addons/my_plugin/
  363. const PLUGIN_NAME = "my_plugin"
  364. func _enable_plugin():
  365. EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/node", true)
  366. EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/panel", true)
  367. func _disable_plugin():
  368. EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/node", false)
  369. EditorInterface.set_plugin_enabled(PLUGIN_NAME + "/panel", false)
  370. Going beyond
  371. ~~~~~~~~~~~~
  372. Now that you've learned how to make basic plugins, you can extend the editor in
  373. several ways. Lots of functionality can be added to the editor with GDScript;
  374. it is a powerful way to create specialized editors without having to delve into
  375. C++ modules.
  376. You can make your own plugins to help yourself and share them in the
  377. `Asset Library <https://godotengine.org/asset-library/>`_ so that people
  378. can benefit from your work.