Scripting or Plugin API #544
Replies: 2 comments
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I was thinking of creating a plugin system where users can load .pck files, which they can create in Godot. This could allow more freedom than just using simple .gd files, but for now I'm not sure how the API would work. I may experiment on this at some point. As always, ideas and contributions are welcome. |
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I would like to talk on a few points about the current Extension API : Font API: extends Node
var global:Node
func _enter_tree() -> void:
global = get_node("/root/Global")
if global:
global.control.theme.default_font.font_data = preload("res://src/Extensions/pixel/ark-pixel-12px-latin.ttf")
global.control.theme.default_font.size = 8
func _exit_tree() -> void:
if global:
global.control.theme.default_font.font_data = load("res://assets/fonts/Roboto-Regular.ttf")
global.control.theme.default_font.size = 12 I had to change font size when loading and unloading the extension so that UI size isn't messed up. This can easily be converted into a function call like Similar extension helpers can be created for the following:
This structure can easily be expanded by other apis like ExportApi (for plugins like godot scene exports or other engines/applications/formats) or a ToolApi for custom tools. |
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Feature Description
A plugin or scripting API using .gd files that could be optionally downloaded and/or loaded into Pixelorama, as a simple feature (such as adding exportable files formats).
Why?
It would be nice for people who don't have time to make major features and contributions to Pixelorama, but would still like to contribute to programing simple features. It may also be helpful for those who have limited storage and/or don't need as many features as Pixelorama may provide in the future.
Draw Backs
Adding this may have major ramifications with many parts of Pixelorama's code.
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