Joey Eamigh 9989fab018
addons?
2025-10-10 14:07:23 -04:00

73 lines
2.9 KiB
GDScript

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")