mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-30 07:37:16 +01:00
141 lines
5.4 KiB
C++
141 lines
5.4 KiB
C++
/*************************************************************************/
|
|
/* 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<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."));
|
|
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);
|
|
}
|