function GetPluginSettings()
{
	return {
		"name":			"Stride",				// as appears in 'insert object' dialog, can be changed as long as "id" stays the same
		"id":			"Stride",				// this is used to identify this plugin and is saved to the project; never change it
		"version":		"1.0",					// (float in x.y format) Plugin version - C2 shows compatibility warnings based on this
		"description":	"Integrate your game with Stride Academy.",
		"author":		"LTS Education Systems, Inc.",
		"help url":		"http://www.strideacademy.com/stride_game_builder.php",
		"category":		"Platform specific",	// Prefer to re-use existing categories, but you can set anything here
		"type":			"object",				// either "world" (appears in layout and is drawn), else "object"
		"rotatable":	false,					// only used when "type" is "world".  Enables an angle property on the object.
		"flags":		0					// uncomment lines to enable flags...
						| pf_singleglobal		// exists project-wide, e.g. mouse, keyboard.  "type" must be "object".
					//	| pf_texture			// object has a single texture (e.g. tiled background)
					//	| pf_position_aces		// compare/set/get x, y...
					//	| pf_size_aces			// compare/set/get width, height...
					//	| pf_angle_aces			// compare/set/get angle (recommended that "rotatable" be set to true)
					//	| pf_appearance_aces	// compare/set/get visible, opacity...
					//	| pf_tiling				// adjusts image editor features to better suit tiled images (e.g. tiled background)
					//	| pf_animations			// enables the animations system.  See 'Sprite' for usage
					//	| pf_zorder_aces		// move to top, bottom, layer...
					//  | pf_nosize				// prevent resizing in the editor
					//	| pf_effects			// allow WebGL shader effects to be added
					//  | pf_predraw			// set for any plugin which draws and is not a sprite (i.e. does not simply draw
												// a single non-tiling image the size of the object) - required for effects to work properly
	};
};

////////////////////////////////////////
// Parameter types:
// AddNumberParam(label, description [, initial_string = "0"])			// a number
// AddStringParam(label, description [, initial_string = "\"\""])		// a string
// AddAnyTypeParam(label, description [, initial_string = "0"])			// accepts either a number or string
// AddCmpParam(label, description)										// combo with equal, not equal, less, etc.
// AddComboParamOption(text)											// (repeat before "AddComboParam" to add combo items)
// AddComboParam(label, description [, initial_selection = 0])			// a dropdown list parameter
// AddObjectParam(label, description)									// a button to click and pick an object type
// AddLayerParam(label, description)									// accepts either a layer number or name (string)
// AddLayoutParam(label, description)									// a dropdown list with all project layouts
// AddKeybParam(label, description)										// a button to click and press a key (returns a VK)
// AddAnimationParam(label, description)								// a string intended to specify an animation name
// AddAudioFileParam(label, description)								// a dropdown list with all imported project audio files

////////////////////////////////////////
// Conditions

// AddCondition(id,					// any positive integer to uniquely identify this condition
//				flags,				// (see docs) cf_none, cf_trigger, cf_fake_trigger, cf_static, cf_not_invertible,
//									// cf_deprecated, cf_incompatible_with_triggers, cf_looping
//				list_name,			// appears in event wizard list
//				category,			// category in event wizard list
//				display_str,		// as appears in event sheet - use {0}, {1} for parameters and also <b></b>, <i></i>
//				description,		// appears in event wizard dialog when selected
//				script_name);		// corresponding runtime function name
				
// example
//AddNumberParam("Number", "Enter a number to test if positive.");
//AddCondition(0, cf_none, "Is number positive", "My category", "{0} is positive", "Description for my condition!", "MyCondition");

AddCondition(0, cf_trigger, "On get game data", "Triggers", "On get game data", "Triggered when game data requested with 'Get game data' is received.", "strOnGetGameData");
AddCondition(1, cf_trigger, "On timer done", "Triggers", "On timer done", "Triggered when the external session timer has expired.", "strOnTimerDone");
AddCondition(2, cf_static, "Is sound enabled", "Preferences", "Is sound enabled", "If TRUE, the game is allowed to play sounds.", "strIsSoundEnabled");


////////////////////////////////////////
// Actions

// AddAction(id,				// any positive integer to uniquely identify this action
//			 flags,				// (see docs) af_none, af_deprecated
//			 list_name,			// appears in event wizard list
//			 category,			// category in event wizard list
//			 display_str,		// as appears in event sheet - use {0}, {1} for parameters and also <b></b>, <i></i>
//			 description,		// appears in event wizard dialog when selected
//			 script_name);		// corresponding runtime function name

// Causes the game to exit
AddAction(0, af_none, "Exit", "Basic", "Exit", "Exit the game", "strExit");

// For submitting a score
AddNumberParam("Points", "The number of points scores in the current game session.");
AddNumberParam("HighScore", "The player's high score.");
AddAction(1, af_none, "Submit Score", "Statistics", "Submit player's points earned {0} and high score {1}", "Submit points earned and high score to Stride Academy.", "strSubmitGameScore");

// For saving some player data (as string) on the Stride Academy server
AddStringParam("Key","Identifies the data to be stored.",'"playerData"');
AddStringParam("Value","The string value to be stored.");
AddAction(2, af_none, "Set game data", "Statistics", "Store player data {1} under key name {0}", "Store player data on the Stride Academy server.", "strSetGameData");

// For retrieving some player data (data) fromthe Stride Academy server
AddStringParam("Key","Identifies the data to be retrieved.",'"playerData"');
AddAction(3, af_none, "Get game data", "Statistics", "Retrieve player data under key name {0}", "Retrieve player data from the Stride Academy server.", "strGetGameData");

// For starting the external Stride Academy timer
AddNumberParam("showMessage", "Set this to 1 to cause Stride Academy to show a 'Times up' message to the user.",1);
AddAction(4, af_none, "Start timer", "Timer", "Start countdown timer", "Starts the Stride Academy external countdown timer.", "strStartTimer");

// For stopping (i.e. pausing) the external Stride Academy timer
AddAction(5, af_none, "Stop timer", "Timer", "Stop countdown timer", "Stops (pauses) the Stride Academy external countdown timer.", "strStopTimer");

// For awarding a badge
AddStringParam("BadgeName","Identifies the badge to be awarded.");
AddAction(6, af_none, "Award badge", "Statistics", "Award the player badge {0}", "Award the player a badge", "strAwardBadge");


////////////////////////////////////////
// Expressions

// AddExpression(id,			// any positive integer to uniquely identify this expression
//				 flags,			// (see docs) ef_none, ef_deprecated, ef_return_number, ef_return_string,
//								// ef_return_any, ef_variadic_parameters (one return flag must be specified)
//				 list_name,		// currently ignored, but set as if appeared in event wizard
//				 category,		// category in expressions panel
//				 exp_name,		// the expression name after the dot, e.g. "foo" for "myobject.foo" - also the runtime function name
//				 description);	// description in expressions panel

// example
//AddExpression(0, ef_return_number, "Leet expression", "My category", "MyExpression", "Return the number 1337.");

AddExpression(0, ef_return_number, "Session seconds", "Timer", "sessionSeconds", "If using your own timer, the amount of time to allow for one session.");
AddExpression(1, ef_return_string, "Default game data", "Storage", "defaultGameData", "Data that was previously stored using the key 'playerData'.");
AddExpression(2, ef_return_string, "Game data", "Storage", "gameData", "The response data from 'Get game data'.");
AddExpression(3, ef_return_string, "High score", "Statistics", "highScore", "The players previously reported highScore.");
AddExpression(4, ef_return_string, "Badge list", "Storage", "badgeList", "A comma-delimited list of badges previously earned.");

AddExpression(5, ef_return_number|ef_deprecated, "Enable sound?", "Settings", "enableSound", "Should sound be enabled? 0 = no, 1 = yes.");
AddExpression(6, ef_return_string, "Player name", "Statistics", "playerName", "The player's name.");
AddExpression(7, ef_return_string, "Gender", "Statistics", "gender", "The player's gender: M = male, F = female.");
AddExpression(8, ef_return_number, "Grade level", "Statistics", "gradeLevel", "The player's grade level: -1 = PreK, 0 = KG, 1 = 1st, etc.");
AddExpression(9, ef_return_string, "Ethnicity", "Statistics", "ethnicity", "A 1-2 character code for the player's ethnicity.");


////////////////////////////////////////
ACESDone();

////////////////////////////////////////
// Array of property grid properties for this plugin
// new cr.Property(ept_integer,		name,	initial_value,	description)		// an integer value
// new cr.Property(ept_float,		name,	initial_value,	description)		// a float value
// new cr.Property(ept_text,		name,	initial_value,	description)		// a string
// new cr.Property(ept_color,		name,	initial_value,	description)		// a color dropdown
// new cr.Property(ept_font,		name,	"Arial,-16", 	description)		// a font with the given face name and size
// new cr.Property(ept_combo,		name,	"Item 1",		description, "Item 1|Item 2|Item 3")	// a dropdown list (initial_value is string of initially selected item)
// new cr.Property(ept_link,		name,	link_text,		description, "firstonly")		// has no associated value; simply calls "OnPropertyChanged" on click

var property_list = [
	];
	
// Called by IDE when a new object type is to be created
function CreateIDEObjectType()
{
	return new IDEObjectType();
}

// Class representing an object type in the IDE
function IDEObjectType()
{
	assert2(this instanceof arguments.callee, "Constructor called as a function");
}

// Called by IDE when a new object instance of this type is to be created
IDEObjectType.prototype.CreateInstance = function(instance)
{
	return new IDEInstance(instance);
}

// Class representing an individual instance of an object in the IDE
function IDEInstance(instance, type)
{
	assert2(this instanceof arguments.callee, "Constructor called as a function");
	
	// Save the constructor parameters
	this.instance = instance;
	this.type = type;
	
	// Set the default property values from the property table
	this.properties = {};
	
	for (var i = 0; i < property_list.length; i++)
		this.properties[property_list[i].name] = property_list[i].initial_value;
		
	// Plugin-specific variables
	// this.myValue = 0...
}

// Called when inserted via Insert Object Dialog for the first time
IDEInstance.prototype.OnInserted = function()
{
}

// Called when double clicked in layout
IDEInstance.prototype.OnDoubleClicked = function()
{
}

// Called after a property has been changed in the properties bar
IDEInstance.prototype.OnPropertyChanged = function(property_name)
{
}

// For rendered objects to load fonts or textures
IDEInstance.prototype.OnRendererInit = function(renderer)
{
}

// Called to draw self in the editor if a layout object
IDEInstance.prototype.Draw = function(renderer)
{
}

// For rendered objects to release fonts or textures
IDEInstance.prototype.OnRendererReleased = function(renderer)
{
}