pandemonium_engine_minimal/editor/plugins/multimesh_editor_plugin.h
2023-12-14 23:20:45 +01:00

116 lines
4.0 KiB
C++

#ifndef MULTIMESH_EDITOR_PLUGIN_H
#define MULTIMESH_EDITOR_PLUGIN_H
/*************************************************************************/
/* multimesh_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "scene/main/control.h"
#include "editor/editor_plugin.h"
#include "core/string/node_path.h"
#include "core/object/object.h"
#include "core/string/ustring.h"
class AcceptDialog;
class ConfirmationDialog;
class EditorNode;
class HSlider;
class LineEdit;
class MenuButton;
class MultiMeshInstance;
class Node;
class OptionButton;
class Panel;
class SceneTreeDialog;
class SpinBox;
class MultiMeshEditor : public Control {
GDCLASS(MultiMeshEditor, Control);
friend class MultiMeshEditorPlugin;
AcceptDialog *err_dialog;
MenuButton *options;
MultiMeshInstance *_last_pp_node;
bool browsing_source;
Panel *panel;
MultiMeshInstance *node;
LineEdit *surface_source;
LineEdit *mesh_source;
SceneTreeDialog *std;
ConfirmationDialog *populate_dialog;
OptionButton *populate_axis;
HSlider *populate_rotate_random;
HSlider *populate_tilt_random;
SpinBox *populate_scale_random;
SpinBox *populate_scale;
SpinBox *populate_amount;
enum Menu {
MENU_OPTION_POPULATE
};
void _browsed(const NodePath &p_path);
void _menu_option(int);
void _populate();
void _browse(bool p_source);
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(MultiMeshInstance *p_multimesh);
MultiMeshEditor();
};
class MultiMeshEditorPlugin : public EditorPlugin {
GDCLASS(MultiMeshEditorPlugin, EditorPlugin);
MultiMeshEditor *multimesh_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "MultiMesh"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
MultiMeshEditorPlugin(EditorNode *p_node);
~MultiMeshEditorPlugin();
};
#endif // MULTIMESH_EDITOR_PLUGIN_H