/* Copyright (c) 2019-2022 Péter Magyar 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 "register_types.h" #include "core/version.h" #include "core/config/engine.h" #include "tiled_wall/tiled_wall.h" #include "tiled_wall/tiled_wall_data.h" #include "props/prop_data.h" #include "props/prop_data_entry.h" #include "props/prop_data_light.h" #include "props/prop_data_prop.h" #include "props/prop_data_scene.h" #include "props/prop_data_tiled_wall.h" #if VERSION_MINOR >= 4 #include "props/prop_data_portal.h" #endif #include "clutter/ground_clutter.h" #include "clutter/ground_clutter_foliage.h" #include "prop_ess_entity.h" #include "prop_instance.h" #include "prop_instance_merger.h" #include "prop_instance_job.h" #include "prop_instance_prop_job.h" #include "jobs/prop_mesher_job_step.h" #include "jobs/prop_texture_job.h" #include "prop_scene_instance.h" #include "singleton/prop_cache.h" #include "singleton/prop_utils.h" #include "lights/prop_light.h" #include "./editor/prop_editor_plugin.h" #include "prop_mesher.h" #include "material_cache/prop_material_cache.h" #ifdef TEXTURE_PACKER_PRESENT #include "material_cache/prop_material_cache_pcm.h" #endif static PropUtils *prop_utils = NULL; static PropCache *prop_texture_cache = NULL; void initialize_props_module(ModuleInitializationLevel p_level) { if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) { GDREGISTER_CLASS(TiledWall); GDREGISTER_CLASS(TiledWallData); GDREGISTER_CLASS(PropLight); GDREGISTER_CLASS(PropData); GDREGISTER_CLASS(PropDataEntry); GDREGISTER_CLASS(PropDataScene); GDREGISTER_CLASS(PropDataLight); GDREGISTER_CLASS(PropDataProp); GDREGISTER_CLASS(PropDataTiledWall); #if VERSION_MINOR >= 4 GDREGISTER_CLASS(PropDataPortal); #endif GDREGISTER_CLASS(GroundClutter); GDREGISTER_CLASS(GroundClutterFoliage); GDREGISTER_CLASS(PropMesher); GDREGISTER_CLASS(PropMesherJobStep); GDREGISTER_CLASS(PropInstance); GDREGISTER_CLASS(PropInstanceMerger); GDREGISTER_CLASS(PropESSEntity); GDREGISTER_CLASS(PropInstanceJob); GDREGISTER_CLASS(PropInstancePropJob); GDREGISTER_CLASS(PropTextureJob); GDREGISTER_CLASS(PropSceneInstance); GDREGISTER_CLASS(PropMaterialCache); #ifdef TEXTURE_PACKER_PRESENT GDREGISTER_CLASS(PropMaterialCachePCM); #endif prop_utils = memnew(PropUtils); GDREGISTER_CLASS(PropUtils); Engine::get_singleton()->add_singleton(Engine::Singleton("PropUtils", PropUtils::get_singleton())); prop_texture_cache = memnew(PropCache); GDREGISTER_CLASS(PropCache); Engine::get_singleton()->add_singleton(Engine::Singleton("PropCache", PropCache::get_singleton())); Ref light_processor = Ref(memnew(PropDataLight)); PropUtils::add_processor(light_processor); Ref prop_processor = Ref(memnew(PropDataProp)); PropUtils::add_processor(prop_processor); Ref scene_processor = Ref(memnew(PropDataScene)); PropUtils::add_processor(scene_processor); #if VERSION_MINOR >= 4 Ref portal_processor = Ref(memnew(PropDataPortal)); PropUtils::add_processor(portal_processor); #endif Ref tiled_wall_processor = Ref(memnew(PropDataTiledWall)); PropUtils::add_processor(tiled_wall_processor); } #ifdef TOOLS_ENABLED if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) { EditorPlugins::add_by_type(); } #endif } void uninitialize_props_module(ModuleInitializationLevel p_level) { if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) { if (prop_utils) { memdelete(prop_utils); } if (prop_texture_cache) { memdelete(prop_texture_cache); } } }