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
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commit
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24 changed files with 1065 additions and 183 deletions
71
plugins/local_system_monitor/tiles/cpu/cpu_tile.gd
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71
plugins/local_system_monitor/tiles/cpu/cpu_tile.gd
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extends PluginTile
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@onready var title_label: Label = %Title
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@onready var label: Label = %Label
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@onready var vial_fill: ColorRect = %VialFill
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var _collector: CpuCollector
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var _displayed_fill: float = 0.0
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var _fill_tween: Tween
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func initialize() -> void:
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module_title = "CPU"
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_collector = CpuCollector.new()
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_setup_shader()
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_style()
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func refresh(data: Dictionary) -> void:
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var usage: float = _collector.collect()
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if usage < 0.0:
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return
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var pct: int = roundi(usage)
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label.text = "%d%%" % pct
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# Smoothly tween the vial fill — clamp duration so animation never outlasts the refresh interval
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var target: float = usage / 100.0
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var update_ms: int = data.get("update_interval_ms", 1000)
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var duration: float = minf(0.4, update_ms / 2000.0)
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if _fill_tween and _fill_tween.is_valid():
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_fill_tween.kill()
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_fill_tween = create_tween()
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_fill_tween.tween_method(_set_fill, _displayed_fill, target, duration).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
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func _set_fill(value: float) -> void:
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_displayed_fill = value
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var mat := vial_fill.material as ShaderMaterial
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if mat:
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mat.set_shader_parameter("fill", value)
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func _setup_shader() -> void:
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var mat := ShaderMaterial.new()
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mat.shader = preload("res://shaders/vial_fill.gdshader")
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mat.set_shader_parameter("liquid_color", Color(0.2, 0.5, 0.8, 1.0))
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mat.set_shader_parameter("fill", 0.0)
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mat.set_shader_parameter("noise_tex", load("res://assets/textures/noise_100.png"))
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vial_fill.material = mat
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func _style() -> void:
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# Transparent root panel — the VialFill shader provides the background
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var panel := StyleBoxFlat.new()
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panel.bg_color = Color.TRANSPARENT
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panel.corner_radius_top_left = 12
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panel.corner_radius_top_right = 12
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panel.corner_radius_bottom_right = 12
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panel.corner_radius_bottom_left = 12
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add_theme_stylebox_override("panel", panel)
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add_theme_stylebox_override("panel_focused", panel)
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title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
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title_label.add_theme_constant_override("outline_size", 2)
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title_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.5))
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label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
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label.add_theme_font_size_override("font_size", 48)
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label.add_theme_constant_override("outline_size", 3)
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label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.7))
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