gdharness 1.1.21 → 1.1.23

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (51) hide show
  1. package/build/cli.js +1470 -726
  2. package/build/godot/addons/gdharness_editor/bridge_client.gd +12 -2
  3. package/build/godot/addons/gdharness_editor/property_values.gd +484 -65
  4. package/build/godot/addons/gdharness_editor/reading.gd +17 -0
  5. package/build/godot/addons/gdharness_editor/scene_file.gd +229 -0
  6. package/build/godot/addons/gdharness_editor/scene_file.gd.uid +1 -0
  7. package/build/godot/addons/gdharness_editor/serialisation.gd +116 -7
  8. package/build/godot/addons/gdharness_editor/tool_executor.gd +10 -3
  9. package/build/godot/addons/gdharness_editor/tools/animation_tools.gd +374 -242
  10. package/build/godot/addons/gdharness_editor/tools/class_tools.gd +47 -9
  11. package/build/godot/addons/gdharness_editor/tools/filesystem_tools.gd +206 -0
  12. package/build/godot/addons/gdharness_editor/tools/filesystem_tools.gd.uid +1 -0
  13. package/build/godot/addons/gdharness_editor/tools/play_tools.gd +90 -15
  14. package/build/godot/addons/gdharness_editor/tools/resource_tools.gd +373 -140
  15. package/build/godot/addons/gdharness_editor/tools/scene_tools.gd +566 -472
  16. package/build/godot/addons/gdharness_runtime/call_errors.gd +42 -0
  17. package/build/godot/addons/gdharness_runtime/call_errors.gd.uid +1 -0
  18. package/build/godot/addons/gdharness_runtime/reading.gd +17 -0
  19. package/build/godot/addons/gdharness_runtime/runtime_autoload.gd +15 -5
  20. package/build/godot/addons/gdharness_runtime/runtime_capture.gd +51 -5
  21. package/build/godot/addons/gdharness_runtime/runtime_changes.gd +440 -0
  22. package/build/godot/addons/gdharness_runtime/runtime_changes.gd.uid +1 -0
  23. package/build/godot/addons/gdharness_runtime/runtime_input.gd +184 -338
  24. package/build/godot/addons/gdharness_runtime/runtime_paths.gd +89 -16
  25. package/build/godot/addons/gdharness_runtime/runtime_queries.gd +107 -343
  26. package/build/godot/addons/gdharness_runtime/runtime_screen.gd +13 -1
  27. package/build/godot/addons/gdharness_runtime/runtime_targets.gd +90 -24
  28. package/build/godot/addons/gdharness_runtime/runtime_typing.gd +351 -0
  29. package/build/godot/addons/gdharness_runtime/runtime_typing.gd.uid +1 -0
  30. package/build/godot/addons/gdharness_runtime/runtime_values.gd +92 -33
  31. package/build/godot/addons/gdharness_runtime/runtime_waits.gd +61 -28
  32. package/build/godot/addons/gdharness_runtime/serialisation.gd +116 -7
  33. package/build/godot/operations/audio_buses.gd +47 -11
  34. package/build/godot/operations/class_cache.gd +18 -2
  35. package/build/godot/operations/classdb_queries.gd +28 -17
  36. package/build/godot/operations/dependencies.gd +128 -17
  37. package/build/godot/operations/file_walk.gd +20 -0
  38. package/build/godot/operations/gdscript_analysis.gd +59 -20
  39. package/build/godot/operations/gdscript_authoring.gd +127 -60
  40. package/build/godot/operations/godot_operations.gd +24 -5
  41. package/build/godot/operations/import_pipeline.gd +179 -19
  42. package/build/godot/operations/logger.gd +2 -2
  43. package/build/godot/operations/plugins.gd +88 -70
  44. package/build/godot/operations/project_config.gd +41 -6
  45. package/build/godot/operations/project_diagnostics.gd +27 -11
  46. package/build/godot/operations/reading.gd +17 -0
  47. package/build/godot/operations/resource_files.gd +60 -17
  48. package/build/godot/operations/serialisation.gd +116 -7
  49. package/build/index.js +1385 -553
  50. package/build/keeper.js +4 -0
  51. package/package.json +1 -1
@@ -52,6 +52,23 @@ static func as_float(value: Variant, fallback: float = 0.0) -> float:
52
52
  if value is String:
53
53
  var text: String = value
54
54
  return text.to_float()
55
+ if value is Dictionary:
56
+ var tagged: Dictionary = value
57
+ if str(tagged.get("_type", "")) == "float":
58
+ return non_finite(str(tagged.get("value", "")), fallback)
59
+ return fallback
60
+
61
+
62
+ ## The float a non-finite tag names, "inf", "-inf" or "nan", or [param fallback] for anything else.
63
+ ## JSON has no spelling for these, so the serialiser tags them rather than let them arrive as null.
64
+ static func non_finite(word: String, fallback: float = 0.0) -> float:
65
+ match word:
66
+ "inf":
67
+ return INF
68
+ "-inf":
69
+ return -INF
70
+ "nan":
71
+ return NAN
55
72
  return fallback
56
73
 
57
74
 
@@ -0,0 +1,229 @@
1
+ @tool
2
+ extends RefCounted
3
+
4
+ ## One scene file opened for a tool, read past the resource cache and written back only once what
5
+ ## would be saved has been checked.
6
+ ##
7
+ ## Every scene tool edits a copy of the file rather than the editor's open scene, so three things
8
+ ## the editor does for its own copy have to be done here. Measured on 4.7.2:
9
+ ##
10
+ ## - [code]load[/code] answers from the resource cache, and a write saves a new PackedScene without
11
+ ## touching the cached one. While anything held the scene (a preload, an exported PackedScene), a
12
+ ## second write started from the cached copy and saved over the first.
13
+ ## - [code]instantiate()[/code] without an edit state keeps no record of which nodes came from
14
+ ## another scene, so the pack wrote an inherited scene out as a standalone copy of its base and
15
+ ## froze the root properties of every instanced scene into the instancing one.
16
+ ## - [code]pack[/code] keeps only what the scene itself owns, so a property set on a node inside an
17
+ ## instance, a node deleted from one and a node moved out of one were answered as done and were
18
+ ## not in the file.
19
+
20
+ const PropertyValues = preload("property_values.gd")
21
+
22
+ var root: Node = null
23
+ var path: String = ""
24
+ var _base_paths: Dictionary = {}
25
+ var _state: SceneState = null
26
+
27
+
28
+ ## Opens [param scene_path], answering a refusal, or {} with [member root] set.
29
+ ##
30
+ ## A write is refused while the editor holds unsaved changes to the scene: the file is reloaded
31
+ ## into the editor after a write, which discards them without a prompt, and the editor saving its
32
+ ## copy later would discard the write instead.
33
+ func open(scene_path: String, for_writing: bool) -> Dictionary:
34
+ path = scene_path
35
+ if not FileAccess.file_exists(path):
36
+ return {"ok": false, "error": "Scene not found: " + path}
37
+ if for_writing:
38
+ var held_back: String = unsaved_in_editor(path)
39
+ if not held_back.is_empty():
40
+ return {"ok": false, "error": held_back}
41
+ var packed: PackedScene = (
42
+ ResourceLoader.load(path, "PackedScene", ResourceLoader.CACHE_MODE_IGNORE) as PackedScene
43
+ )
44
+ if packed == null:
45
+ return {"ok": false, "error": "Failed to load %s as a scene" % path}
46
+ root = packed.instantiate(PackedScene.GEN_EDIT_STATE_MAIN)
47
+ if root == null:
48
+ return {"ok": false, "error": "Failed to instantiate " + path}
49
+ _state = packed.get_state()
50
+ var base: SceneState = _state.get_base_scene_state()
51
+ while base != null:
52
+ for index: int in base.get_node_count():
53
+ _base_paths[_relative(str(base.get_node_path(index)))] = true
54
+ base = base.get_base_scene_state()
55
+ return {}
56
+
57
+
58
+ ## Why [param scene_path] cannot be written while the editor has it open, or "".
59
+ static func unsaved_in_editor(scene_path: String) -> String:
60
+ if not EditorInterface.get_unsaved_scenes().has(scene_path):
61
+ return ""
62
+ return (
63
+ (
64
+ "%s has unsaved changes in the editor, and writing the file would discard them when the "
65
+ + "editor reloads it. Save it first (scene_create op=save) or close it without saving."
66
+ )
67
+ % scene_path
68
+ )
69
+
70
+
71
+ ## Frees [member root] and answers [param error] as a refusal.
72
+ func refuse(error: String) -> Dictionary:
73
+ close()
74
+ return {"ok": false, "error": error}
75
+
76
+
77
+ func close() -> void:
78
+ if root != null:
79
+ root.free()
80
+ root = null
81
+
82
+
83
+ ## The path of [param node] as a tool names it: "." for the root.
84
+ func path_of(node: Node) -> String:
85
+ return str(root.get_path_to(node))
86
+
87
+
88
+ ## Why [param node]'s own properties and connections cannot be written, or "". A node inside an
89
+ ## instanced scene belongs to that scene's file unless its children were made editable here.
90
+ func foreign(node: Node) -> String:
91
+ if node == root or node.owner == root:
92
+ return ""
93
+ if node.owner != null and root.is_editable_instance(node.owner):
94
+ return ""
95
+ var owner_path: String = path_of(node.owner) if node.owner != null else "?"
96
+ return (
97
+ (
98
+ "%s belongs to the scene instanced at %s (%s), and this scene saves nothing about it. Edit "
99
+ + "that scene instead."
100
+ )
101
+ % [path_of(node), owner_path, node.owner.scene_file_path if node.owner != null else "?"]
102
+ )
103
+
104
+
105
+ ## Why [param node] cannot be moved, renamed, copied or deleted, or "": the scene may only
106
+ ## restructure nodes it declares itself, not ones its base scene or an instance creates.
107
+ func fixed(node: Node) -> String:
108
+ if node == root:
109
+ return "The root of %s cannot be moved, renamed, copied or deleted." % path
110
+ if node.owner != root:
111
+ var why: String = foreign(node)
112
+ if why.is_empty():
113
+ why = "%s is inside an instanced scene, which creates it again on load." % path_of(node)
114
+ return why
115
+ var at: String = path_of(node)
116
+ if _base_paths.has(at):
117
+ return (
118
+ (
119
+ "%s comes from the scene %s inherits from, which creates it again on load. Edit that "
120
+ + "scene instead."
121
+ )
122
+ % [at, path]
123
+ )
124
+ return ""
125
+
126
+
127
+ ## Why [param child_name] cannot be given to a child of [param parent], or "". Godot renames a node
128
+ ## whose name is taken or holds a character a path cannot, and the next call naming it would then
129
+ ## reach another node.
130
+ func unusable_name(parent: Node, child_name: String, moving: Node = null) -> String:
131
+ if child_name.is_empty():
132
+ return "A node needs a name."
133
+ var valid: String = child_name.validate_node_name()
134
+ if valid != child_name:
135
+ return (
136
+ (
137
+ "%s is not a name a node can have; Godot would save it as %s. The characters "
138
+ + '. : @ / " %% cannot be in a node name.'
139
+ )
140
+ % [child_name, valid]
141
+ )
142
+ var taken: Node = parent.get_node_or_null(NodePath(child_name))
143
+ if taken != null and taken != moving and taken.get_parent() == parent:
144
+ return "%s already has a child named %s." % [path_of(parent), child_name]
145
+ return ""
146
+
147
+
148
+ ## The names of the properties this scene's own file sets on [param node], whatever their values.
149
+ func set_here(node: Node) -> Dictionary:
150
+ var names: Dictionary = {}
151
+ if _state == null:
152
+ return names
153
+ var at: String = path_of(node)
154
+ for index: int in _state.get_node_count():
155
+ if _relative(str(_state.get_node_path(index))) != at:
156
+ continue
157
+ for property: int in _state.get_node_property_count(index):
158
+ names[str(_state.get_node_property_name(index, property))] = true
159
+ return names
160
+
161
+
162
+ ## Whether [param loaded], read off [param saved] (a copy instantiated from the pack), is
163
+ ## [param given], held by the node in [member root]. A node is compared by where it sits in each.
164
+ func kept(saved: Node, loaded: Variant, given: Variant) -> bool:
165
+ if loaded is Node and given is Node:
166
+ var loaded_node: Node = loaded
167
+ var given_node: Node = given
168
+ return str(saved.get_path_to(loaded_node)) == str(root.get_path_to(given_node))
169
+ return PropertyValues.same(loaded, given)
170
+
171
+
172
+ ## Packs [member root], has [param check] read the result as the file will hold it, and writes the
173
+ ## file only if the check answers "". Frees [member root] either way.
174
+ ##
175
+ ## The check reads a scene instantiated from the pack, which is what loading the file gives, so
176
+ ## anything the pack leaves out (a property with no storage, a node the scene does not own) is seen
177
+ ## as missing before the file is touched.
178
+ func write(check: Callable = Callable()) -> Dictionary:
179
+ var packed: PackedScene = PackedScene.new()
180
+ var packing: Error = packed.pack(root)
181
+ if packing != OK:
182
+ return refuse("Failed to pack %s: %s" % [path, error_string(packing)])
183
+ if check.is_valid():
184
+ var saved: Node = packed.instantiate(PackedScene.GEN_EDIT_STATE_MAIN)
185
+ if saved == null:
186
+ return refuse("The packed copy of %s did not instantiate, so nothing was written." % path)
187
+ var missing: String = str(check.call(saved))
188
+ saved.free()
189
+ if not missing.is_empty():
190
+ return refuse("Nothing was written: " + missing)
191
+ close()
192
+ return save_packed(packed, path)
193
+
194
+
195
+ ## Writes [param packed] to [param scene_path], making its directory, and brings the editor up to
196
+ ## date with it. Answers a refusal, or {}.
197
+ static func save_packed(packed: PackedScene, scene_path: String) -> Dictionary:
198
+ var directory: String = scene_path.get_base_dir()
199
+ if not DirAccess.dir_exists_absolute(directory):
200
+ var made: Error = DirAccess.make_dir_recursive_absolute(directory)
201
+ if made != OK:
202
+ return {"ok": false, "error": "Could not create %s: %s" % [directory, error_string(made)]}
203
+ var saving: Error = ResourceSaver.save(packed, scene_path)
204
+ if saving != OK:
205
+ return {"ok": false, "error": "Failed to save %s: %s" % [scene_path, error_string(saving)]}
206
+ refresh(scene_path)
207
+ return {}
208
+
209
+
210
+ ## Brings the editor up to date with a scene file written under it: the cached copy anything holds,
211
+ ## the editor's file list, and the tab showing it, whether current or not.
212
+ static func refresh(scene_path: String) -> void:
213
+ if ResourceLoader.has_cached(scene_path):
214
+ var _replaced: Resource = ResourceLoader.load(scene_path, "", ResourceLoader.CACHE_MODE_REPLACE)
215
+ EditorInterface.get_resource_filesystem().scan()
216
+ if EditorInterface.get_open_scenes().has(scene_path):
217
+ EditorInterface.reload_scene_from_path(scene_path)
218
+
219
+
220
+ ## Whether the editor holds unsaved changes to [param scene_path], for a read to say that the file
221
+ ## it answers from is not what the editor shows.
222
+ static func unsaved(scene_path: String) -> bool:
223
+ return EditorInterface.get_unsaved_scenes().has(scene_path)
224
+
225
+
226
+ func _relative(node_path: String) -> String:
227
+ if node_path == ".":
228
+ return node_path
229
+ return node_path.trim_prefix("./")
@@ -0,0 +1 @@
1
+ uid://cdpx0m075k6d8
@@ -53,6 +53,9 @@ const LIST_TYPES: Array[int] = [
53
53
  # type it wanted.
54
54
  const SERIALISERS: Dictionary = {
55
55
  TYPE_NIL: "_serialize_nil",
56
+ TYPE_FLOAT: "_serialize_float",
57
+ TYPE_PACKED_FLOAT32_ARRAY: "_serialize_floats",
58
+ TYPE_PACKED_FLOAT64_ARRAY: "_serialize_floats",
56
59
  TYPE_VECTOR2: "_serialize_vector2",
57
60
  TYPE_VECTOR2I: "_serialize_vector2i",
58
61
  TYPE_VECTOR3: "_serialize_vector3",
@@ -105,6 +108,8 @@ const BUILDERS: Dictionary = {
105
108
  "Color": "_build_color",
106
109
  "NodePath": "_build_node_path",
107
110
  "PackedByteArray": "_build_bytes",
111
+ "float": "_build_float",
112
+ "Dictionary": "_build_dictionary",
108
113
  }
109
114
 
110
115
  # What each tag has to carry before it is built. A tag naming a type whose keys are not there is a
@@ -130,6 +135,8 @@ const REQUIRED: Dictionary = {
130
135
  "Color": [["r", "g", "b"]],
131
136
  "NodePath": [["path"]],
132
137
  "PackedByteArray": [["base64"]],
138
+ "float": [["value"]],
139
+ "Dictionary": [["entries"]],
133
140
  }
134
141
 
135
142
 
@@ -145,7 +152,58 @@ func serialize_value(value: Variant) -> Variant:
145
152
  if typeof(value) == TYPE_OBJECT and not is_instance_valid(value):
146
153
  return null
147
154
  var serialiser: String = SERIALISERS.get(typeof(value), "")
148
- return call(serialiser, value) if not serialiser.is_empty() else value
155
+ if serialiser.is_empty():
156
+ return value
157
+ var carried: Variant = call(serialiser, value)
158
+ # The fixed shapes carry their components as bare floats, so an infinite one in a Vector2 is
159
+ # tagged here; containers reach their members through this function already.
160
+ return carried if typeof(value) in [TYPE_ARRAY, TYPE_DICTIONARY] else _finite(carried)
161
+
162
+
163
+ # [param carried] with every non-finite float in it tagged. JSON has no spelling for infinity or
164
+ # NaN: the engine writes 1e99999 and null, and the server, reading 1e99999 as Infinity, writes it
165
+ # back out as null, so a property holding INF was answered as holding nothing.
166
+ func _finite(carried: Variant) -> Variant:
167
+ if carried is float:
168
+ var number: float = carried
169
+ return _serialize_float(number)
170
+ if carried is Dictionary:
171
+ var fields: Dictionary = carried
172
+ var tagged: Dictionary = {}
173
+ for key: Variant in fields:
174
+ tagged[key] = _finite(fields[key])
175
+ return tagged
176
+ if carried is Array:
177
+ var items: Array = carried
178
+ var tagged_items: Array = []
179
+ for item: Variant in items:
180
+ tagged_items.append(_finite(item))
181
+ return tagged_items
182
+ return carried
183
+
184
+
185
+ func _serialize_float(value: float) -> Variant:
186
+ if is_finite(value):
187
+ return value
188
+ return {"_type": "float", "value": "nan" if is_nan(value) else ("inf" if value > 0 else "-inf")}
189
+
190
+
191
+ # A packed float array stays the JSON list it is unless something in it has no JSON spelling.
192
+ func _serialize_floats(value: Variant) -> Variant:
193
+ var numbers: Array = []
194
+ if value is PackedFloat32Array:
195
+ var single: PackedFloat32Array = value
196
+ numbers = Array(single)
197
+ else:
198
+ var double: PackedFloat64Array = value
199
+ numbers = Array(double)
200
+ for number: float in numbers:
201
+ if not is_finite(number):
202
+ var items: Array = []
203
+ for each: float in numbers:
204
+ items.append(_serialize_float(each))
205
+ return items
206
+ return value
149
207
 
150
208
 
151
209
  # Rebuilds a Godot value from the shape serialize_value gave it.
@@ -181,9 +239,27 @@ func deserialize_value(value: Variant) -> Variant:
181
239
  var needed: Array = REQUIRED.get(tag, [])
182
240
  if builder.is_empty() or not _carries(fields, needed):
183
241
  return fields
242
+ if tag == "float" and str(fields["value"]) not in ["inf", "-inf", "nan"]:
243
+ return fields
244
+ if tag == "Dictionary" and not pairs(fields["entries"]):
245
+ return fields
184
246
  return call(builder, fields)
185
247
 
186
248
 
249
+ ## Whether [param entries] is a list of [key, value] pairs, as a Dictionary tag carries them.
250
+ static func pairs(entries: Variant) -> bool:
251
+ if not entries is Array:
252
+ return false
253
+ var listed: Array = entries
254
+ for entry: Variant in listed:
255
+ if not entry is Array:
256
+ return false
257
+ var pair: Array = entry
258
+ if pair.size() != 2:
259
+ return false
260
+ return true
261
+
262
+
187
263
  ## Whether two values can be compared without the comparison itself failing.
188
264
  ##
189
265
  ## GDScript's `==` is not total. An Object against a String is a hard error rather than false, and
@@ -193,16 +269,19 @@ func deserialize_value(value: Variant) -> Variant:
193
269
  ## nothing anywhere naming the argument that did it. A wrong argument costs a refusal, never the
194
270
  ## session's game.
195
271
  ##
196
- ## Only an object is special. Every other pair the engine answers, false where they differ, and
197
- ## refusing those would refuse calls that work: an int against a float is the same number to a
198
- ## caller waiting for 1 on a property holding 1.0.
272
+ ## Measured on 4.7.2 over every pair of built-in types: two values of different types compare only
273
+ ## as an int against a float, a String against a StringName, or anything against null. Every other
274
+ ## pair is that error, a word against a number as much as an object against a word, and so is a bool
275
+ ## against an int and a NodePath against a String. An int against a float is kept because it is the
276
+ ## same number to a caller waiting for 1 on a property holding 1.0.
199
277
  static func comparable(one: Variant, other: Variant) -> bool:
200
278
  var left: int = typeof(one)
201
279
  var right: int = typeof(other)
202
- if left != TYPE_OBJECT and right != TYPE_OBJECT:
280
+ if left == right or left == TYPE_NIL or right == TYPE_NIL:
203
281
  return true
204
- # An object compares with another object and with null. Anything else is the error above.
205
- return (left == TYPE_OBJECT or left == TYPE_NIL) and (right == TYPE_OBJECT or right == TYPE_NIL)
282
+ var numbers: Array[int] = [TYPE_INT, TYPE_FLOAT]
283
+ var texts: Array[int] = [TYPE_STRING, TYPE_STRING_NAME]
284
+ return (left in numbers and right in numbers) or (left in texts and right in texts)
206
285
 
207
286
 
208
287
  ## Whether [param value] can be given to something declared as [param type] without damage.
@@ -400,7 +479,16 @@ func _serialize_signal(value: Signal) -> Dictionary:
400
479
  return described
401
480
 
402
481
 
482
+ ## A dictionary keyed by text as itself, and any other as its entries. JSON keys are text, so an
483
+ ## int or Vector2 key was answered as its text, and a dictionary read and written back had its keys
484
+ ## replaced by words: `{1: "a"}` came back as `{"1": "a"}`.
403
485
  func _serialize_dictionary(value: Dictionary) -> Dictionary:
486
+ var texts: bool = value.keys().all(func(key: Variant) -> bool: return key is String or key is StringName)
487
+ if not texts:
488
+ var entries: Array = []
489
+ for key: Variant in value:
490
+ entries.append([serialize_value(key), serialize_value(value[key])])
491
+ return {"_type": "Dictionary", "entries": entries}
404
492
  var serialised: Dictionary = {}
405
493
  for key: Variant in value:
406
494
  serialised[str(key)] = serialize_value(value[key])
@@ -621,6 +709,27 @@ func _build_bytes(fields: Dictionary) -> PackedByteArray:
621
709
  return Marshalls.base64_to_raw(str(fields.get("base64", "")))
622
710
 
623
711
 
712
+ func _build_float(fields: Dictionary) -> float:
713
+ return Read.as_float(fields)
714
+
715
+
716
+ ## The entries of a dictionary whose keys are not all text. JSON carries every number as a float,
717
+ ## and a dictionary keys 1.0 apart from 1, so a whole-number key is built as an int: the key a
718
+ ## game uses far more often, and one JSON cannot tell from the float.
719
+ func _build_dictionary(fields: Dictionary) -> Dictionary:
720
+ var built: Dictionary = {}
721
+ var entries: Array = fields["entries"]
722
+ for entry: Variant in entries:
723
+ var pair: Array = entry
724
+ var key: Variant = deserialize_value(pair[0])
725
+ if key is float:
726
+ var number: float = key
727
+ if is_finite(number) and number == floorf(number):
728
+ key = int(number)
729
+ built[key] = deserialize_value(pair[1])
730
+ return built
731
+
732
+
624
733
  ## One component of a compound value, as the type its constructor wants.
625
734
  ##
626
735
  ## Their own functions because a constructor refuses a Variant under `unsafe_call_argument`, and
@@ -11,6 +11,7 @@ const AnimationTools = preload("tools/animation_tools.gd")
11
11
  const PlayTools = preload("tools/play_tools.gd")
12
12
  const ClassTools = preload("tools/class_tools.gd")
13
13
  const SettingsTools = preload("tools/settings_tools.gd")
14
+ const FilesystemTools = preload("tools/filesystem_tools.gd")
14
15
 
15
16
  var _editor_plugin: EditorPlugin = null
16
17
 
@@ -20,6 +21,7 @@ var _animation_tools: AnimationTools = null
20
21
  var _play_tools: PlayTools = null
21
22
  var _class_tools: ClassTools = null
22
23
  var _settings_tools: SettingsTools = null
24
+ var _filesystem_tools: FilesystemTools = null
23
25
 
24
26
  var _tool_map: Dictionary = {}
25
27
  var _initialized: bool = false
@@ -33,6 +35,7 @@ func set_editor_plugin(plugin: EditorPlugin) -> void:
33
35
  _animation_tools.set_editor_plugin(plugin)
34
36
  _play_tools.set_editor_plugin(plugin)
35
37
  _class_tools.set_editor_plugin(plugin)
38
+ _filesystem_tools.set_editor_plugin(plugin)
36
39
 
37
40
 
38
41
  func _init_tools() -> void:
@@ -64,6 +67,10 @@ func _init_tools() -> void:
64
67
  _settings_tools.name = "SettingsTools"
65
68
  add_child(_settings_tools)
66
69
 
70
+ _filesystem_tools = FilesystemTools.new()
71
+ _filesystem_tools.name = "FilesystemTools"
72
+ add_child(_filesystem_tools)
73
+
67
74
  _tool_map = {
68
75
  # Scene tools
69
76
  "create_scene": [_scene_tools, "create_scene"],
@@ -78,9 +85,9 @@ func _init_tools() -> void:
78
85
  "connect_signal": [_scene_tools, "connect_signal"],
79
86
  "disconnect_signal": [_scene_tools, "disconnect_signal"],
80
87
  "list_connections": [_scene_tools, "list_connections"],
81
- "rescan_filesystem": [_scene_tools, "rescan_filesystem"],
82
- "scan_status": [_scene_tools, "scan_status"],
83
- "reimport_files": [_scene_tools, "reimport_files"],
88
+ "rescan_filesystem": [_filesystem_tools, "rescan_filesystem"],
89
+ "scan_status": [_filesystem_tools, "scan_status"],
90
+ "reimport_files": [_filesystem_tools, "reimport_files"],
84
91
  "global_classes": [_class_tools, "global_classes"],
85
92
  "reload_script": [_class_tools, "reload_script"],
86
93
  # Settings, for a caller that asked the editor rather than the file on disk