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