/*************************************************************************/ /* prop_editor_plugin.cpp */ /*************************************************************************/ /* 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 "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 "editor/editor_settings.h" #include "scene/gui/box_container.h" #include "scene/gui/separator.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 data = PropUtils::get_singleton()->convert_tree(root); ERR_FAIL_COND(!data.is_valid()); ResourceLoader l; if (l.exists(path)) { Ref 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.")); 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); }