add plugin settings, per-tile refresh, settings menu, touch-friendly UI

- Plugin settings infrastructure in PluginManager with config/plugin_settings.cfg
  storage, manifest [settings] sections, CRUD API, plugin_setting_changed signal
- Per-tile refresh intervals: 100ms base tick, per-tile update_interval_ms
  metadata, dynamic tween durations clamped to refresh window
- Settings menu (PopupPanel) with General/Plugins/About tabs, plugin
  activation toggles, per-plugin settings cog buttons
- Plugin settings popup (PopupPanel) with dynamic UI from setting definitions
  (SpinBox/CheckBox/LineEdit), auto-save on change
- Modal behavior: exclusive = true on settings windows
- Touch-friendly sizing: enlarged close buttons, cog buttons, controls, spacing
- Red corner close button redesign with rounded corners, hover/pressed states
- Split system_monitor into local_system_monitor (CPU, Memory) and test plugins
- Plugin activation/deactivation with layout preservation
This commit is contained in:
Eric Smith 2026-05-21 12:47:25 -04:00
parent 12b45b2685
commit 57b36798b9
24 changed files with 1065 additions and 183 deletions

View file

@ -5,19 +5,30 @@ extends Node
signal plugin_loaded(plugin_id: String, plugin_name: String)
signal plugin_load_failed(plugin_id: String, reason: String)
signal plugin_active_changed(plugin_id: String, active: bool)
signal plugin_setting_changed(plugin_id: String, key: String, value: Variant)
## All loaded plugin data: plugin_id -> Dictionary
var _plugins: Dictionary = {}
## Tracks which plugins are active (plugin_id -> bool). Default true.
var _plugin_active: Dictionary = {}
## All tile definitions: tile_id -> Dictionary
var _tiles: Dictionary = {}
## Plugin-id -> Array[tile_id] for reverse lookup
var _plugin_tiles: Dictionary = {}
## Per-plugin settings: plugin_id -> { key -> value }
var _plugin_settings: Dictionary = {}
const PLUGIN_SETTINGS_PATH: String = "res://config/plugin_settings.cfg"
func _ready() -> void:
_scan_plugins()
_load_plugin_settings()
## Scan res://plugins/*/plugin.cfg and load all manifests.
@ -57,6 +68,7 @@ func _load_manifest(plugin_id: String, path: String) -> void:
base_path = path.get_base_dir(),
}
_plugins[plugin_id] = plugin_info
_plugin_active[plugin_id] = true
# Load tile definitions
var tile_count: int = cfg.get_value("tiles", "count", 0)
@ -91,6 +103,31 @@ func _load_manifest(plugin_id: String, path: String) -> void:
_plugin_tiles[plugin_id] = []
_plugin_tiles[plugin_id].append(scoped_id)
# Load setting definitions
var setting_defs: Array[Dictionary] = []
var setting_count: int = cfg.get_value("settings", "count", 0)
for i in range(setting_count):
var s_section := "setting_%d" % i
var skey: String = cfg.get_value(s_section, "key", "")
if skey.is_empty():
continue
var sd: Dictionary = {
key = skey,
label = cfg.get_value(s_section, "label", skey),
type = cfg.get_value(s_section, "type", "string"),
}
# Read optional fields that don't have a default value
if cfg.has_section_key(s_section, "default"):
sd.default = cfg.get_value(s_section, "default")
if cfg.has_section_key(s_section, "min"):
sd.min = cfg.get_value(s_section, "min")
if cfg.has_section_key(s_section, "max"):
sd.max = cfg.get_value(s_section, "max")
if cfg.has_section_key(s_section, "step"):
sd.step = cfg.get_value(s_section, "step")
setting_defs.append(sd)
plugin_info.settings = setting_defs
plugin_loaded.emit(plugin_id, plugin_info.name)
@ -107,6 +144,71 @@ func get_plugin(plugin_id: String) -> Dictionary:
return _plugins.get(plugin_id, {})
## Returns true if the plugin is active (tiles can be instantiated).
func is_plugin_active(plugin_id: String) -> bool:
return _plugin_active.get(plugin_id, true)
## Enable or disable a plugin. When disabled, tiles cannot be instantiated.
func set_plugin_active(plugin_id: String, active: bool) -> void:
if _plugin_active.get(plugin_id, true) == active:
return
_plugin_active[plugin_id] = active
plugin_active_changed.emit(plugin_id, active)
## Returns setting definitions for a plugin (from its manifest).
func get_plugin_settings(plugin_id: String) -> Array[Dictionary]:
var info: Dictionary = _plugins.get(plugin_id, {})
var defs: Array = info.get("settings", [])
return defs.duplicate()
## Read a plugin setting value, falling back to the default from the manifest.
func get_plugin_setting(plugin_id: String, key: String, default_value: Variant = null) -> Variant:
if _plugin_settings.has(plugin_id) and _plugin_settings[plugin_id].has(key):
return _plugin_settings[plugin_id][key]
# Fall back to manifest default
var info: Dictionary = _plugins.get(plugin_id, {})
for sd in info.get("settings", []):
if sd.get("key", "") == key:
return sd.get("default", default_value)
return default_value
## Persist a plugin setting and emit change signal.
func set_plugin_setting(plugin_id: String, key: String, value: Variant) -> void:
if not _plugin_settings.has(plugin_id):
_plugin_settings[plugin_id] = {}
if _plugin_settings[plugin_id].get(key) == value:
return
_plugin_settings[plugin_id][key] = value
_save_plugin_settings()
plugin_setting_changed.emit(plugin_id, key, value)
func _load_plugin_settings() -> void:
var cfg := ConfigFile.new()
if cfg.load(PLUGIN_SETTINGS_PATH) != OK:
return
for section in cfg.get_sections():
_plugin_settings[section] = {}
for key in cfg.get_section_keys(section):
_plugin_settings[section][key] = cfg.get_value(section, key)
func _save_plugin_settings() -> void:
var cfg := ConfigFile.new()
for pid in _plugin_settings:
for key in _plugin_settings[pid]:
cfg.set_value(pid, key, _plugin_settings[pid][key])
# Only write if there's data
if cfg.get_sections().is_empty():
return
DirAccess.make_dir_recursive_absolute("res://config")
cfg.save(PLUGIN_SETTINGS_PATH)
## Returns all tile definitions across all plugins.
func get_all_tile_defs() -> Array[Dictionary]:
var result: Array[Dictionary] = []
@ -134,6 +236,10 @@ func instantiate_tile(tile_id: String) -> Control:
var def: Dictionary = _tiles.get(tile_id, {})
if def.is_empty():
return null
# Don't instantiate tiles from inactive plugins
var pid: String = def.get("plugin_id", "")
if not pid.is_empty() and not is_plugin_active(pid):
return null
var scene_path: String = def.get("scene", "")
if scene_path.is_empty():
return null