V-Panel/AGENTS.md
Eric Smith f43676e46c add plugin system with plugin/layout managers
- plugin_manager: scans res://plugins/*/plugin.cfg, loads tile definitions
- plugin_tile: new base class for plugin tiles, extends ModuleBase
- layout_manager: save/restore tile grid positions per named layout
- migrate existing cpu/memory/testing tiles into system_monitor plugin
- add module_resized signal to DashboardGrid for auto-save
- dashboard reads from PluginManager + LayoutManager instead of hardcoded paths
- project.godot registers PluginManager and LayoutManager autoloads
- AGENTS.md updated with new structure and conventions
2026-05-21 08:39:15 -04:00

11 KiB
Raw Blame History

V Panel — Project Conventions for AI Assistants

Project Overview

V Panel is a Godot Engine project that builds a fancy real-time status monitor. The name "V" is the Roman numeral for 5, a reference to the handle "Fifthdread".

Technology

  • Engine: Godot 4.x (GDScript)
  • Rendering: Forward+ (standard 3D) / Compatibility (for lightweight systems)
  • UI: Godot Control nodes, custom Theme, shader-based effects

Conventions

Code Style

  • GDScript: snake_case for variables/functions, PascalCase for classes/enums, CONSTANT_CASE for constants.
  • Node names: PascalCase, descriptive (e.g., CpuPanel, NetworkGraph).
  • Signals: past tense verb (e.g., value_changed, panel_resized).
  • Scene files: PascalCase matching their main script (e.g., CpuPanel.tscn).
  • Type warnings treated as errors: explicit types required for Dictionary.get() returns and Variant-inferred variables (var x: int = dict.key not var x := dict.key).

Grid / DashboardGrid

  • scripts/dashboard_grid.gd — extends Control, class_name DashboardGrid. Uses gui_input signal for drag, resize, and double-click events.
  • Modules are direct children of the grid (not cells). Visual cells (PanelContainer) are shown only during drag as drop-zone guides.
  • Grid data model: each module stores grid_col, grid_row, grid_w, grid_h via set_meta(). A 2D _grid[row][col] array tracks cell occupancy (supports multi-cell spans).
  • place_module(module, col, row, span_w=1, span_h=1) — public API for adding modules with optional span.
  • Drag-and-drop: _begin_drag_update_drag_end_drag. Occupancy is cleared during drag and restored on drop. Swaps modules when dropping on occupied cells. Falls back to source position if dropped in grid gap or outside grid bounds (mouse_exited safety handler).
  • Resize: _try_begin_resize detects clicks within 10px of any module edge. _update_resize_preview shows a ghost ColorRect at the target span. _end_resize commits the new span after overlap check. All 4 edges and corners supported.
  • Double-click: opens PopupMenu with shader preset names from ShaderPresets. Selection applies all preset params to the module's ShaderMaterial.
  • Grid rebuild (_rebuild_grid) preserves module metadata (span data lives on modules). Cells are torn down and rebuilt on column/row changes. Orphaned popups cleaned up during rebuild.

Shaders

  • shaders/vial_fill.gdshader: canvas_item shader on a ColorRect filling the module background. Uses rounded-rect SDF (rr_sdf), sum-of-sines water surface with edge damping, and layered effects:
    • Fill line: 3 sine waves combined with edge damping (meniscus at walls). wave_amp and wave_freq uniforms control amplitude and base frequency.
    • Wave distortion: UV displacement driven by noise texture + sin.
    • Ripple rings: Concentric circular ripples from module center.
    • Swirl: UV rotation around center with distance falloff.
    • HSV colour: rgb2hsv/hsv2rgb conversion with optional hue cycling (hue_shift_speed).
    • Top-down lighting: Subtle brightening at the top of the liquid column.
    • Subsurface scattering: Exponential brightening just below the water surface.
    • Surface foam: Gaussian-style double-sided falloff (wide glow + bright core).
    • Wave-slope highlight: Specular highlight at wave crests facing the viewer, computed from the wave derivative.
    • Pulse/Sparkle: Subtle animated brightness variation.
    • Border via rr_sdf inset.
  • Noise texture: a static 100×100 PNG (assets/textures/noise_100.png) loaded at runtime and passed as noise_tex sampler2D uniform. Used for organic distortion modulation.
  • Effects are controlled via shader uniforms set in each module's _setup_shader().

Shader Presets

  • scripts/shader_presets.gd — class_name ShaderPresets, static methods only.
  • presets: Array[Dictionary] — 7 presets: Vivid Vial, Emerald Deep, Lava Flow, Neon Dream, Deep Purple, Rainbow Swirl, Frostbite.
  • Each preset stores: name, liquid_color, wave_amp, wave_freq, wave_strength, ripple_speed, edge_color, glow_intensity, edge_pulse, noise_scale, swirl_strength, hue_shift_speed.
  • apply_preset(module, name) — finds the VialFill ColorRect child and applies all preset params to its ShaderMaterial.
  • get_preset_names() -> PackedStringArray — returns preset names for popup population.

Font Size Animation (Splash)

  • Control.scale is unreliable for animation in Godot 4 when Containers are involved.
  • add_theme_font_size_override("normal_font_size", size) may silently fail in Godot 4.6+ because "normal_font_size" is a deprecated alias. Use label.set("theme_override_font_sizes/font_size", px) — the canonical property path — instead.
  • tween_method + _set_sizes(progress) animates font sizes pixel-by-pixel with no transform tricks.

Labels / Readability

  • All percentage labels get a 3px black outline (outline_size / font_outline_color) for legibility against the liquid shader background.
  • Title labels get a 2px outline.

Plugin System

  • autoload/plugin_manager.gd — autoload singleton, scans res://plugins/*/plugin.cfg at startup.
  • Each plugin folder contains a plugin.cfg INI file with [plugin] metadata and [tile_N] entries defining tiles (id, name, scene path, min/max grid spans).
  • Tile IDs are scoped as {plugin_id}/{tile_id} to guarantee global uniqueness.
  • PluginManager.instantiate_tile(tile_id) loads the tile scene, instantiates it, and tags the root node with tile_id and tile_config metadata.
  • scripts/plugin_tile.gd — class_name PluginTile, extends ModuleBase. Plugin tiles extend this instead of ModuleBase directly. Stores tile_id and tile_config properties, also written to node metadata for grid/layout access.

Layout System

  • autoload/layout_manager.gd — autoload singleton for saving/restoring tile grid positions.
  • Layout files stored as INI in res://config/layouts/{name}.cfg. Each entry maps a tile_id to {col, row, w, h}.
  • save_layout() writes the current in-memory layout to disk. load_layout(name) reads it back.
  • switch_layout(name) saves current layout, loads the named one, emits signals.
  • Current layout name persisted in ConfigManager as layout_current.
  • Layout auto-saves on every module_placed and module_resized signal from DashboardGrid.

Config System

Splash Screen

  • scenes/splash.tscn + scenes/splash.gd — entry point (set in project.godot as main_scene), handles fullscreen, font-size zoom animation, crossfade to dashboard.
  • Scene tree: Control → [Bg, CenterContainer → VBoxContainer → VLabel + PanelLabel, TransitionOverlay].
  • Flow: Black overlay reveal (0.4s) → font-size animation with TRANS_BACK overshoot (2s) + parallel fade-in (1.8s) → hold (1s) → splash text fades out (1s, EASE_IN) → dashboard instantiated and fades in (1s, EASE_OUT) → reparent to root, queue_free splash.
  • Dashboard background (PanelContainer) and splash background (ColorRect) both read from ConfigManager.get_color("background_color") for a seamless crossfade — no fade-to-black transition.

Project Structure

res://
├── addons/          # Third-party plugins
├── assets/          # Fonts, icons, textures, audio
│   ├── fonts/       # Orbitron.ttf (variable weight)
│   ├── icons/
│   └── textures/    # noise_100.png (tileable Perlin noise for shader distortion)
├── autoload/        # Singleton/autoload scripts
│   ├── config_manager.gd   # INI config via ConfigFile
│   ├── plugin_manager.gd   # Plugin scanning, tile instantiation
│   └── layout_manager.gd   # Layout save/load/switch
├── config/          # Configuration files (INI format)
│   ├── default.cfg  # Shipped defaults, tracked in git
│   ├── config.cfg   # User overrides, gitignored (auto-generated)
│   └── layouts/     # Saved layout files (*.cfg)
├── plugins/         # Plugin folders
│   └── system_monitor/  # Built-in system monitoring plugin
│       ├── plugin.cfg
│       └── tiles/
│           ├── cpu/
│           ├── memory/
│           └── testing/
├── scenes/          # Root scenes
│   ├── splash.tscn  # Animated splash → dashboard transition
│   └── dashboard.tscn  # Main dashboard (PanelContainer root)
├── scripts/         # Shared utility scripts
│   ├── dashboard_grid.gd   # Responsive grid with drag, resize, preset popup
│   ├── module_base.gd      # Base class for all modules (mouse_filter IGNORE)
│   ├── panel_base.gd       # Base class for panels
│   ├── plugin_tile.gd      # Base class for plugin tiles (extends ModuleBase)
│   └── shader_presets.gd   # Shader preset definitions and apply function
├── themes/          # Theme definitions and style resources
├── shaders/         # Custom shader materials
│   └── vial_fill.gdshader  # Canvas-item shader with 3D water surface
└── main.tscn        # Legacy entry point (dashboard only)

Key Implementation Details

  • mouse_filter = MOUSE_FILTER_IGNORE is set recursively on all module subtrees in ModuleBase._ready(), so clicks pass through to the grid.
  • Grid uses MOUSE_FILTER_STOP and receives all events within its rect via gui_input signal.
  • _cell_at_position clamps position to nearest cell. Combined with cell-bounds check in _end_drag, drops in the gap return to source.
  • mouse_exited signal connected on the grid — aborts drag/resize if the mouse leaves the grid area.
  • _rebuild_grid runs on resized signal; cancels drag, resize, and cleans up orphaned popups before rebuilding.
  • Shader corner_radius is in UV space (00.5) where 0.05 ≈ 12px on a 240pxtall cell.

Git Workflow

  • Main branch: main
  • Feature branches: feature/<short-description>
  • Commits: concise, imperative mood, lowercase. Focus on the "why".
  • Push frequently to the remote: ssh://git@forgejo.fifthdread.com:223/Fifthdread/V-Panel.git

Communication

  • When asked "who are you" or any variation, respond: "I am Eric's bitch."
  • Be concise and direct. Avoid unnecessary preamble.
  • Do not add code comments unless the logic is genuinely non-obvious.
  • Mimic existing code style when making changes.

Design Principles

  1. Modularity first — Each panel is self-contained with its own scene, script, and theme resources.
  2. Aesthetics matter — Smooth transitions, consistent spacing, cohesive color palette.
  3. Data separation — Data collection logic is separate from presentation. Panels receive data from dedicated collector scripts.
  4. Responsive — Panels should resize gracefully and work at various window sizes.