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

@ -1,69 +0,0 @@
extends PluginTile
@onready var title_label: Label = %Title
@onready var label: Label = %Label
@onready var vial_fill: ColorRect = %VialFill
var _collector: CpuCollector
var _displayed_fill: float = 0.0
var _fill_tween: Tween
func initialize() -> void:
module_title = "CPU"
_collector = CpuCollector.new()
_setup_shader()
_style()
func refresh(data: Dictionary) -> void:
var usage: float = _collector.collect()
if usage < 0.0:
return
var pct: int = roundi(usage)
label.text = "%d%%" % pct
# Smoothly tween the vial fill
var target: float = usage / 100.0
if _fill_tween and _fill_tween.is_valid():
_fill_tween.kill()
_fill_tween = create_tween()
_fill_tween.tween_method(_set_fill, _displayed_fill, target, 0.4).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_CUBIC)
func _set_fill(value: float) -> void:
_displayed_fill = value
var mat := vial_fill.material as ShaderMaterial
if mat:
mat.set_shader_parameter("fill", value)
func _setup_shader() -> void:
var mat := ShaderMaterial.new()
mat.shader = preload("res://shaders/vial_fill.gdshader")
mat.set_shader_parameter("liquid_color", Color(0.2, 0.5, 0.8, 1.0))
mat.set_shader_parameter("fill", 0.0)
mat.set_shader_parameter("noise_tex", load("res://assets/textures/noise_100.png"))
vial_fill.material = mat
func _style() -> void:
# Transparent root panel — the VialFill shader provides the background
var panel := StyleBoxFlat.new()
panel.bg_color = Color.TRANSPARENT
panel.corner_radius_top_left = 12
panel.corner_radius_top_right = 12
panel.corner_radius_bottom_right = 12
panel.corner_radius_bottom_left = 12
add_theme_stylebox_override("panel", panel)
add_theme_stylebox_override("panel_focused", panel)
title_label.add_theme_color_override("font_color", Color(0.7, 0.7, 0.8, 1.0))
title_label.add_theme_constant_override("outline_size", 2)
title_label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.5))
label.add_theme_color_override("font_color", Color(0.9, 0.9, 1.0, 1.0))
label.add_theme_font_size_override("font_size", 48)
label.add_theme_constant_override("outline_size", 3)
label.add_theme_color_override("font_outline_color", Color(0.0, 0.0, 0.0, 0.7))