Want something like XnView but for GLB/GLTF files.
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@afreytes I don't know if this works specifically for your use case, but because the Godot UI is built with Godot a lot of their UI can actually be interrogated and altered at runtime. If you get a reference to that filedialog you can see all the components inside it, and you might be able to connect your own signals to their list items in gdscript?
It might get messy responding to directory traversal but that should at least have an event you could use to see that the list needs to be rebound
@critter_in_flux it's worth a shot... Thanks!
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@critter_in_flux it's worth a shot... Thanks!
@afreytes let me know how you go if you try! I've done similar wrangling of nodes to tweak the graph edit, but I never tried to add additional connections to the existing ones so I'm actually really curious if that is manageable
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@afreytes let me know how you go if you try! I've done similar wrangling of nodes to tweak the graph edit, but I never tried to add additional connections to the existing ones so I'm actually really curious if that is manageable
@critter_in_flux I will see if I can get that to work, but if it is too messy I will try with ItemList control
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Had forgotten I was working on something somewhat similar.
The problem with this setup is that I am using Godot's FileDialog control.
It does most of what I want except fire a signal/event when an item is highlighted on the list. Instead I have to double click on each filename if I want to see each asset.
I may have to use the ItemList control instead but that would mean badly replicating what FileDialog already does.
So, Godot Engine's File Dialog control does not expose, AFAIK, the list of items it contains, does not send a signal when an item is not "selected" yet but has been highlighted, and is hard to wrangle its position since it is a dialog after all.
I don't need to replicate all of it's functionality, still it's a PITA...
One other thing, previewing assets works fine if the are in a godot project already but would require importing if they are on an arbitrary external folder. 🥶
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So, Godot Engine's File Dialog control does not expose, AFAIK, the list of items it contains, does not send a signal when an item is not "selected" yet but has been highlighted, and is hard to wrangle its position since it is a dialog after all.
I don't need to replicate all of it's functionality, still it's a PITA...
One other thing, previewing assets works fine if the are in a godot project already but would require importing if they are on an arbitrary external folder. 🥶
And this is where I go into a conversation with myself...:
Me (to myself): See, this is why you should learn some C++, I bet it's __reeeal__ easy to add a custom signal to this control in Godot's source code. Could even be your first contribution!
And I answer myself immediately with:
Me (to myself): Naah, man, we good, we super good, we are doing great without C++. Let's keep it that way.
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And this is where I go into a conversation with myself...:
Me (to myself): See, this is why you should learn some C++, I bet it's __reeeal__ easy to add a custom signal to this control in Godot's source code. Could even be your first contribution!
And I answer myself immediately with:
Me (to myself): Naah, man, we good, we super good, we are doing great without C++. Let's keep it that way.
@afreytes C++ isn't _that_ bad if you don't have to do memory management! But I 100% get not wanting to deal with that beast.
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@afreytes C++ isn't _that_ bad if you don't have to do memory management! But I 100% get not wanting to deal with that beast.
@RethinkJeff You know I respect your input and suggestions.
But... 🥶 I have successfully avoided C languages for 4 decades and I just dont see myself using C++
The one I would like to learn, cuz reasons, is ziglang
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@RethinkJeff You know I respect your input and suggestions.
But... 🥶 I have successfully avoided C languages for 4 decades and I just dont see myself using C++
The one I would like to learn, cuz reasons, is ziglang
@afreytes Yep, this is 1,000% about removing barriers, not trying to get you to use C :p
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And this is where I go into a conversation with myself...:
Me (to myself): See, this is why you should learn some C++, I bet it's __reeeal__ easy to add a custom signal to this control in Godot's source code. Could even be your first contribution!
And I answer myself immediately with:
Me (to myself): Naah, man, we good, we super good, we are doing great without C++. Let's keep it that way.
@afreytes this is where I got when I tried to extend GraphNode for a custom control and just went nevermind this isn't worth it lol
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So, Godot Engine's File Dialog control does not expose, AFAIK, the list of items it contains, does not send a signal when an item is not "selected" yet but has been highlighted, and is hard to wrangle its position since it is a dialog after all.
I don't need to replicate all of it's functionality, still it's a PITA...
One other thing, previewing assets works fine if the are in a godot project already but would require importing if they are on an arbitrary external folder. 🥶
@afreytes for the first bit, I've hacked together some real dirty code to get the current file in the list (I was curious how this would work after you posted the other day so I was keen to experiment lol)
The yucky bit is finding the right ItemList as there are 3. I am being lazy for this proof of concept.
Once you have the ItemList you could either connect to the signal item_clicked (see line 11) or just manually respond to input events so you can handle keyboard navigation, see line 20+
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@afreytes for the first bit, I've hacked together some real dirty code to get the current file in the list (I was curious how this would work after you posted the other day so I was keen to experiment lol)
The yucky bit is finding the right ItemList as there are 3. I am being lazy for this proof of concept.
Once you have the ItemList you could either connect to the signal item_clicked (see line 11) or just manually respond to input events so you can handle keyboard navigation, see line 20+
@afreytes Apologies if this isn't actually helpful to you!
And for the question of loading external resources outside of the res: structure, it's possible but it's definitely more work as you lose some of the free stuff the editor does for you automatically.
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@afreytes Apologies if this isn't actually helpful to you!
And for the question of loading external resources outside of the res: structure, it's possible but it's definitely more work as you lose some of the free stuff the editor does for you automatically.
@critter_in_flux ah, I am a dunce!
I didn't think of using get children...
The dialog having 3 different is actually great... but for my purposes the one I need will always have items while the other ones will not (I'm guessing they are "favorites" and "recent")
Thanks, I will try to replicate
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@critter_in_flux ah, I am a dunce!
I didn't think of using get children...
The dialog having 3 different is actually great... but for my purposes the one I need will always have items while the other ones will not (I'm guessing they are "favorites" and "recent")
Thanks, I will try to replicate
@afreytes oh duh. I was sitting there wondering what the other two were, and obviously it's fave and recent lmao. We can both be dunces