class_name PankuModuleEngineTools extends PankuModule func init_module(): get_module_opt().count_nodes = load_module_data("count_nodes", false) super.init_module() func toggle_fullscreen() -> void: if DisplayServer.window_get_mode() != DisplayServer.WINDOW_MODE_WINDOWED: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) core.notify("Fullscreen: " + str(DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN)) func set_time_scale(val:float) -> void: Engine.time_scale = val class ClsCountNodesInTree: func calc_children_count(core: PankuConsole, node_path: String) -> int: var nd: Node = core.get_tree().current_scene.get_node(node_path) return count_all_children(nd) func count_all_children(nd: Node) -> int: var count: int = nd.get_children().size() for child: Node in nd.get_children(): count += count_all_children(child) return count func get_performance_info(count_nodes:bool) -> String: var result = "FPS: %d | Mem: %.2fMB | Objs: %d" % [ Engine.get_frames_per_second(), OS.get_static_memory_usage()/1048576.0, Performance.get_monitor(Performance.OBJECT_COUNT) ] if count_nodes: var cls_count: ClsCountNodesInTree = ClsCountNodesInTree.new() var root_count: int = cls_count.calc_children_count(core, "/root") var panku_count: int = cls_count.calc_children_count(core, "/root/Panku") result += " | Nodes: %d" % [root_count - panku_count] return result func take_screenshot() -> void: var image = core.get_viewport().get_texture().get_image() var time = str(int(Time.get_unix_time_from_system() * 1000.0)) var file_name = "screenshot_%s.png" % time var path = "user://".path_join(file_name) var real_path = OS.get_user_data_dir().path_join(file_name) image.save_png(path) core.notify("[b]Screenshot[/b] saved at [color=green][url=%s]%s[/url][/color]" % [real_path, real_path]) func quit() -> void: core.get_tree().root.propagate_notification(core.NOTIFICATION_WM_CLOSE_REQUEST) core.get_tree().quit() # Currently godot can't toggle visibility of 2D collision shapes at runtime, this is a workaround. # See https://github.com/godotengine/godot-proposals/issues/2072 func toggle_2d_collision_shape_visibility() -> void: var tree := core.get_tree() tree.debug_collisions_hint = not tree.debug_collisions_hint # Traverse tree to call queue_redraw on instances of # CollisionShape2D and CollisionPolygon2D. var node_stack: Array[Node] = [tree.get_root()] while not node_stack.is_empty(): var node: Node = node_stack.pop_back() if is_instance_valid(node): if node is CollisionShape2D or node is CollisionPolygon2D: node.queue_redraw() node_stack.append_array(node.get_children()) core.notify("2D Debug Draw: " + str(tree.debug_collisions_hint)) func reload_current_scene() -> void: core.get_tree().reload_current_scene() core.notify("Scene reloaded")