mirror of
https://github.com/Relintai/props.git
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76 lines
2.2 KiB
C++
76 lines
2.2 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef PROP_TOOL_EDITOR_PLUGIN_H
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#define PROP_TOOL_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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class PropData;
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class PropTool;
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class PropToolEditorPlugin : public EditorPlugin {
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GDCLASS(PropToolEditorPlugin, EditorPlugin);
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public:
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virtual String get_name() const { return "PropData"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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String create_or_get_scene_path(const Ref<PropData> &data);
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PropTool *create_or_get_scene(const Ref<PropData> &data);
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Ref<PackedScene> create_scene(const Ref<PropData> &data);
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void on_scene_changed(Node *scene);
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void apply_changes();
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void add_light();
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void add_mesh();
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void add_prop();
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void add_scene();
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void add_entity();
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PropToolEditorPlugin(EditorNode *p_node);
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~PropToolEditorPlugin();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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private:
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ToolButton *light_button;
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ToolButton *mesh_button;
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ToolButton *prop_button;
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ToolButton *scene_button;
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ToolButton *entity_button;
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ToolButton *edited_prop;
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EditorNode *editor;
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Ref<PropData> _edited_prop;
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};
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#endif
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