pandemonium_engine/modules/props/editor/prop_editor_plugin.h

67 lines
3.2 KiB
C++

#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