pandemonium_engine/modules/props/editor/prop_editor_plugin.cpp

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#include "prop_editor_plugin.h"
#include "../props/prop_data.h"
#include "../singleton/prop_utils.h"
#include "core/os/keyboard.h"
#include "core/input/input.h"
#include "scene/gui/separator.h"
#include "editor/editor_settings.h"
#include "scene/gui/box_container.h"
void PropEditorPlugin::convert_active_scene_to_prop_data() {
SceneTree *st = SceneTree::get_singleton();
if (st) {
Node *scene = st->get_edited_scene_root();
if (scene) {
EditorData &ed = EditorNode::get_editor_data();
String path = ed.get_scene_path(ed.get_edited_scene());
convert_scene(scene, path.get_basename() + ".tres");
}
}
}
void PropEditorPlugin::convert_selected_scene_to_prop_data() {
}
void PropEditorPlugin::convert_scene(Node *root, const String &path) {
Ref<PropData> data = PropUtils::get_singleton()->convert_tree(root);
ERR_FAIL_COND(!data.is_valid());
ResourceLoader l;
if (l.exists(path)) {
Ref<PropData> res = l.load(path, "PropData");
ERR_FAIL_COND(!res.is_valid());
res->copy_from(data);
ResourceSaver s;
s.save(path, res);
res.unref();
} else {
ResourceSaver s;
s.save(path, data);
}
}
void PropEditorPlugin::find_room_points(Variant param) {
SceneTree *st = SceneTree::get_singleton();
if (st) {
Node *scene = st->get_edited_scene_root();
if (scene) {
PropUtils::get_singleton()->generate_room_points_node(scene);
}
}
}
void PropEditorPlugin::_quick_convert_button_pressed() {
convert_active_scene_to_prop_data();
}
void PropEditorPlugin::_convert_active_scene_to_prop_data(Variant param) {
convert_active_scene_to_prop_data();
}
void PropEditorPlugin::_convert_selected_scene_to_prop_data(Variant param) {
convert_selected_scene_to_prop_data();
}
PropEditorPlugin::PropEditorPlugin(EditorNode *p_node) {
editor = p_node;
editor->add_tool_menu_item("Convert active scene to PropData", this, "convert_active_scene_to_prop_data");
editor->add_tool_menu_item("Convert selected scene(s) to PropData", this, "convert_selected_scene_to_prop_data");
editor->add_tool_menu_item("(Prop) Find room points.", this, "find_room_points");
HBoxContainer *bc = memnew(HBoxContainer);
bc->add_child(memnew(VSeparator));
Button *b = memnew(Button);
bc->add_child(b);
b->set_flat(true);
b->connect("pressed", this, "_quick_convert_button_pressed");
b->set_icon(editor->get_scene_tree_dock()->get_theme_icon("AssetLib", "EditorIcons"));
//b->set_text("To Prop");
b->set_tooltip(TTR("Quick convert this scene to a Prop Resource."));
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b->set_shortcut(ED_SHORTCUT("spatial_editor/quick_prop_convert", "Quick convert scene to Prop.", KEY_MASK_ALT + KEY_U));
add_control_to_container(EditorPlugin::CONTAINER_SPATIAL_EDITOR_MENU, bc);
}
PropEditorPlugin::~PropEditorPlugin() {
}
void PropEditorPlugin::_bind_methods() {
ClassDB::bind_method(D_METHOD("convert_active_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data);
ClassDB::bind_method(D_METHOD("convert_selected_scene_to_prop_data"), &PropEditorPlugin::_convert_active_scene_to_prop_data);
ClassDB::bind_method(D_METHOD("find_room_points"), &PropEditorPlugin::find_room_points);
ClassDB::bind_method(D_METHOD("_quick_convert_button_pressed"), &PropEditorPlugin::_quick_convert_button_pressed);
}