#ifndef PROP_EDITOR_PLUGIN_H #define PROP_EDITOR_PLUGIN_H /*************************************************************************/ /* prop_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "editor/editor_node.h" #include "editor/editor_plugin.h" class PropEditorPlugin : public EditorPlugin { GDCLASS(PropEditorPlugin, EditorPlugin); EditorNode *editor; protected: static void _bind_methods(); public: virtual String get_name() const { return "PropEditorPlugin"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object) {} virtual bool handles(Object *p_object) const { return false; } virtual void make_visible(bool p_visible) {} void convert_active_scene_to_prop_data(); void convert_selected_scene_to_prop_data(); void convert_scene(Node *root, const String &path); void find_room_points(Variant param); void _convert_active_scene_to_prop_data(Variant param); void _convert_selected_scene_to_prop_data(Variant param); void _quick_convert_button_pressed(); PropEditorPlugin(EditorNode *p_node); ~PropEditorPlugin(); }; #endif