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godot/editor/scene/3d/mesh_library_editor_plugin.h
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/**************************************************************************/
/* mesh_library_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "editor/docks/editor_dock.h"
#include "editor/plugins/editor_plugin.h"
class ConfirmationDialog;
class EditorFileDialog;
class EditorInspector;
class EditorZoomWidget;
class FilterLineEdit;
class HSplitContainer;
class ItemList;
class MenuButton;
class MeshInstance3D;
class MeshLibrary;
class Timer;
class MeshLibraryEditor : public EditorDock {
GDCLASS(MeshLibraryEditor, EditorDock);
class MeshLibraryItem : public RefCounted {
GDCLASS(MeshLibraryItem, RefCounted);
friend MeshLibraryEditor;
Ref<MeshLibrary> mesh_library;
int mesh_id = -1;
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
};
enum {
MENU_OPTION_ADD_ITEM,
MENU_OPTION_REMOVE_ITEM,
MENU_OPTION_UPDATE_FROM_SCENE,
MENU_OPTION_IMPORT_FROM_SCENE,
MENU_OPTION_IMPORT_FROM_SCENE_APPLY_XFORMS
};
const float UPDATE_ITEMS_DELAY_TIMEOUT = 0.1;
Ref<MeshLibrary> mesh_library;
Ref<MeshLibraryItem> mesh_library_item; // Keep a reference to avoid crashes.
int selected_item = -1;
Button *add_item = nullptr;
Button *remove_item = nullptr;
MenuButton *import_scene = nullptr;
FilterLineEdit *search_box = nullptr;
EditorZoomWidget *zoom_widget = nullptr;
HSplitContainer *item_split = nullptr;
ItemList *mesh_items = nullptr;
EditorInspector *inspector = nullptr;
Label *empty_lib = nullptr;
Timer *update_items_delay = nullptr;
EditorFileDialog *file = nullptr;
ConfirmationDialog *cd_update = nullptr;
bool apply_xforms = false;
bool import_update = false;
void _update_mesh_items(bool p_reselect = true, Ref<MeshLibrary> p_lib_check = Ref<MeshLibrary>());
void _update_resource_preview(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, int p_idx);
void _select_item(int p_id, Ref<MeshLibrary> p_lib_check = Ref<MeshLibrary>());
void _select_item_and_button(int p_id, Ref<MeshLibrary> p_lib_check = Ref<MeshLibrary>());
void _select_prev_item_and_button(int p_id, Ref<MeshLibrary> p_lib_check = Ref<MeshLibrary>());
void _mesh_items_cbk(int p_idx);
void _mesh_items_input(const Ref<InputEvent> &p_event);
void _menu_cbk(int p_option);
void _menu_update_confirm(bool p_apply_xforms);
void _import_scene_cbk(const String &p_str);
static void _import_scene(Node *p_scene, Ref<MeshLibrary> p_library, bool p_merge, bool p_apply_xforms);
static void _import_scene_parse_node(Ref<MeshLibrary> p_library, HashMap<int, MeshInstance3D *> &p_mesh_instances, Node *p_node, bool p_merge, bool p_apply_xforms);
void _icon_size_changed(float p_value);
private:
void _notification(int p_what);
static void _bind_methods();
public:
void edit(const Ref<MeshLibrary> &p_mesh_library);
static Error update_library_file(Node *p_base_scene, Ref<MeshLibrary> ml, bool p_merge = true, bool p_apply_xforms = false);
MeshLibraryEditor();
};
class MeshLibraryEditorPlugin : public EditorPlugin {
GDCLASS(MeshLibraryEditorPlugin, EditorPlugin);
static inline MeshLibraryEditorPlugin *singleton = nullptr;
MeshLibraryEditor *mesh_library_editor = nullptr;
public:
_FORCE_INLINE_ static MeshLibraryEditorPlugin *get_singleton() { return singleton; }
virtual void edit(Object *p_node) override;
virtual bool handles(Object *p_node) const override;
virtual void make_visible(bool p_visible) override;
void open_editor();
MeshLibraryEditorPlugin();
~MeshLibraryEditorPlugin() { singleton = nullptr; }
};