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Restructure into a proper plugin with parametrisation #2

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aszlig opened this issue Oct 13, 2020 · 1 comment
Open

Restructure into a proper plugin with parametrisation #2

aszlig opened this issue Oct 13, 2020 · 1 comment

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@aszlig
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aszlig commented Oct 13, 2020

Right now, information about card labels and connection information is hardcoded and users are expected to change the source code. I usually stay far away from things like the Godot editor and really any other IDE or editor consuming more memory and/or having a slower startup time than my Vim, so I have zero® knowledge about how the best™ practices are in terms of integration.

I'm unable to find it right now, but I believe I've seen something like structured properties that should nicely integrate into the editor.

Nevertheless, the upstream documentation about making plugins should have some more info on this.

@RPicster
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A plugin would require some extra work and the biggest benefit I see is the connection information not being hardcoded.
If _someone_© would like to invest the extra time to make it a plugin with maybe configurable attachments... it would maybe be a benefit.

In the end, I think that the code will be used and adapted very individually as every project has a different structure and different files that need to be attached.
Or different ways the interface is opened (via a menu, hotkey, etc.), So at the moment I don't see how this could all be parameterized in an effective and useful way.

But maybe my coding knowledge, especially about plugins is just not good enough.

aszlig added a commit that referenced this issue Dec 19, 2020
Test failure introduced in 556f7be.

The commit in question has changed the logo image and since the SHA-256
and size of the image is verified in the integration test, the test
subsequently fails.

A better way to solve this would be if we'd have a way to properly
parametrise the main functionality instead of expecting users to change
source files. This could probably involve turning the project into a
proper Godot plugin, which I outlined in #2.

For now however, I don't have a lot of time to allocate to dig into
Godot pluins, so I'm simply fixing the SHA-256 and size.

Signed-off-by: aszlig <[email protected]>
aszlig added a commit that referenced this issue Dec 19, 2020
Test failure introduced in 556f7be.

The commit in question has changed the logo image and since the SHA-256
and size of the image is verified in the integration test, the test
subsequently fails.

A better way to solve this would be if we'd have a way to properly
parameterise the main functionality instead of expecting users to change
source files. This could probably involve turning the project into a
proper Godot plugin, which I outlined in #2.

For now however, I don't have a lot of time to allocate to dig into
Godot plugins, so I'm simply fixing the SHA-256 and size.

Signed-off-by: aszlig <[email protected]>
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