Prop tool is fully ported. (Still needs a few bugfixes though).

This commit is contained in:
Relintai 2020-02-29 16:23:14 +01:00
parent d8d34d5bce
commit 0ceabc25ec
2 changed files with 207 additions and 163 deletions

View File

@ -25,11 +25,16 @@ SOFTWARE.
#include "core/os/dir_access.h" #include "core/os/dir_access.h"
#include "core/os/file_access.h" #include "core/os/file_access.h"
#include "editor/editor_scale.h" #include "editor/editor_scale.h"
#include "prop_tool.h"
#include "scene/resources/packed_scene.h" #include "scene/resources/packed_scene.h"
#include "prop_tool.h"
#include "prop_tool_entity.h"
#include "prop_tool_light.h"
#include "prop_tool_mesh.h"
#include "prop_tool_scene.h"
void PropToolEditorPlugin::edit(Object *p_object) { void PropToolEditorPlugin::edit(Object *p_object) {
Ref<PropData> pedited_prop(p_object); Ref<PropData> pedited_prop(Object::cast_to<PropData>(p_object));
String p = create_or_get_scene_path(pedited_prop); String p = create_or_get_scene_path(pedited_prop);
@ -40,21 +45,6 @@ bool PropToolEditorPlugin::handles(Object *p_object) const {
bool handles = p_object->is_class("PropData"); bool handles = p_object->is_class("PropData");
if (handles) {
light_button->show();
mesh_button->show();
prop_button->show();
scene_button->show();
entity_button->show();
} else {
light_button->hide();
mesh_button->hide();
prop_button->hide();
scene_button->hide();
entity_button->hide();
}
return handles; return handles;
} }
@ -62,6 +52,9 @@ void PropToolEditorPlugin::make_visible(bool p_visible) {
} }
String PropToolEditorPlugin::create_or_get_scene_path(const Ref<PropData> &data) { String PropToolEditorPlugin::create_or_get_scene_path(const Ref<PropData> &data) {
ERR_FAIL_COND_V(!data.is_valid(), "");
String temp_path = EditorSettings::get_singleton()->get("editors/prop_tool/temp_path");
String path = temp_path + data->get_path().get_file().get_basename() + ".tscn"; String path = temp_path + data->get_path().get_file().get_basename() + ".tscn";
@ -73,6 +66,8 @@ String PropToolEditorPlugin::create_or_get_scene_path(const Ref<PropData> &data)
PropTool *PropToolEditorPlugin::create_or_get_scene(const Ref<PropData> &data) { PropTool *PropToolEditorPlugin::create_or_get_scene(const Ref<PropData> &data) {
ERR_FAIL_COND_V(!data.is_valid(), NULL); ERR_FAIL_COND_V(!data.is_valid(), NULL);
String temp_path = EditorSettings::get_singleton()->get("editors/prop_tool/temp_path");
String path = temp_path + data->get_path().get_file().get_basename() + ".tscn"; String path = temp_path + data->get_path().get_file().get_basename() + ".tscn";
Ref<PackedScene> ps; Ref<PackedScene> ps;
@ -99,14 +94,172 @@ Ref<PackedScene> PropToolEditorPlugin::create_scene(const Ref<PropData> &data) {
ps.instance(); ps.instance();
ps->pack(pt); ps->pack(pt);
String temp_path = EditorSettings::get_singleton()->get("editors/prop_tool/temp_path");
Error err = ResourceSaver::save(temp_path + data->get_path().get_file().get_basename() + ".tscn", ps); Error err = ResourceSaver::save(temp_path + data->get_path().get_file().get_basename() + ".tscn", ps);
if (err)
print_error("PropTool: create_scene failed! Error_code:" + String::num(err));
pt->queue_delete(); pt->queue_delete();
return ps; return ps;
} }
void PropToolEditorPlugin::on_scene_changed(Node *scene) {
PropTool *pt = Object::cast_to<PropTool>(scene);
if (ObjectDB::instance_validate(pt)) {
pt->set_plugin(this);
light_button->show();
mesh_button->show();
prop_button->show();
scene_button->show();
entity_button->show();
} else {
light_button->hide();
mesh_button->hide();
prop_button->hide();
scene_button->hide();
entity_button->hide();
}
}
void PropToolEditorPlugin::apply_changes() {
Node *scene = get_editor_interface()->get_edited_scene_root();
PropTool *pt = Object::cast_to<PropTool>(scene);
if (ObjectDB::instance_validate(pt)) {
pt->save();
}
}
void PropToolEditorPlugin::add_light() {
Array selection = get_editor_interface()->get_selection()->get_selected_nodes();
Node *selected;
if (selection.size() != 1)
selected = get_editor_interface()->get_edited_scene_root();
else
selected = selection[0];
Node *s = selected;
PropToolLight *n = memnew(PropToolLight);
UndoRedo u = get_undo_redo();
u.create_action("Add Light");
u.add_do_method(s, "add_child", n);
u.add_do_property(n, "owner", get_editor_interface()->get_edited_scene_root());
u.add_undo_method(s, "remove_child", n);
u.commit_action();
get_editor_interface()->get_selection()->clear();
get_editor_interface()->get_selection()->add_node(n);
}
void PropToolEditorPlugin::add_mesh() {
Array selected = get_editor_interface()->get_selection()->get_selected_nodes();
if (selected.size() != 1)
return;
Node *s = selected[0];
PropToolMesh *n = memnew(PropToolMesh);
UndoRedo u = get_undo_redo();
u.create_action("Add Mesh");
u.add_do_method(s, "add_child", n);
u.add_do_property(n, "owner", get_editor_interface()->get_edited_scene_root());
u.add_undo_method(s, "remove_child", n);
u.commit_action();
get_editor_interface()->get_selection()->clear();
get_editor_interface()->get_selection()->add_node(n);
}
void PropToolEditorPlugin::add_prop() {
Array selected = get_editor_interface()->get_selection()->get_selected_nodes();
if (selected.size() != 1)
return;
Node *s = selected[0];
PropTool *n = memnew(PropTool);
UndoRedo u = get_undo_redo();
u.create_action("Add Prop");
u.add_do_method(s, "add_child", n);
u.add_do_property(n, "owner", get_editor_interface()->get_edited_scene_root());
u.add_undo_method(s, "remove_child", n);
u.commit_action();
get_editor_interface()->get_selection()->clear();
get_editor_interface()->get_selection()->add_node(n);
}
void PropToolEditorPlugin::add_scene() {
Array selected = get_editor_interface()->get_selection()->get_selected_nodes();
if (selected.size() != 1)
return;
Node *s = selected[0];
PropToolScene *n = memnew(PropToolScene);
UndoRedo u = get_undo_redo();
u.create_action("Add Scene");
u.add_do_method(s, "add_child", n);
u.add_do_property(n, "owner", get_editor_interface()->get_edited_scene_root());
u.add_undo_method(s, "remove_child", n);
u.commit_action();
get_editor_interface()->get_selection()->clear();
get_editor_interface()->get_selection()->add_node(n);
}
void PropToolEditorPlugin::add_entity() {
Array selected = get_editor_interface()->get_selection()->get_selected_nodes();
if (selected.size() != 1)
return;
Node *s = selected[0];
PropToolEntity *n = memnew(PropToolEntity);
UndoRedo u = get_undo_redo();
u.create_action("Add Entity");
u.add_do_method(s, "add_child", n);
u.add_do_property(n, "owner", get_editor_interface()->get_edited_scene_root());
u.add_undo_method(s, "remove_child", n);
u.commit_action();
get_editor_interface()->get_selection()->clear();
get_editor_interface()->get_selection()->add_node(n);
}
PropToolEditorPlugin::PropToolEditorPlugin(EditorNode *p_node) { PropToolEditorPlugin::PropToolEditorPlugin(EditorNode *p_node) {
temp_path = "res://addons/prop_tool/scenes/temp/"; EDITOR_DEF("editors/prop_tool/temp_path", "res://prop_tool_temp/");
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "editors/prop_tool/temp_path"));
String tp = EditorSettings::get_singleton()->get("editors/prop_tool/temp_path");
if (!tp.ends_with("/")) {
tp += "/";
EditorSettings::get_singleton()->set("editors/prop_tool/temp_path", tp);
}
if (!DirAccess::exists(tp)) {
DirAccess *d = DirAccess::create_for_path(tp);
Error err = d->make_dir_recursive(tp);
memdelete(d);
if (err)
print_error("PropTool: Temporary directory creation failed: error code: " + String::num(err));
}
editor = p_node; editor = p_node;
@ -142,159 +295,41 @@ PropToolEditorPlugin::PropToolEditorPlugin(EditorNode *p_node) {
scene_button->hide(); scene_button->hide();
entity_button->hide(); entity_button->hide();
//connect("scene_changed", this, "scene_changed"); call_deferred("connect", "scene_changed", this, "on_scene_changed");
} }
PropToolEditorPlugin::~PropToolEditorPlugin() { PropToolEditorPlugin::~PropToolEditorPlugin() {
_edited_prop.unref(); _edited_prop.unref();
} }
/* void PropToolEditorPlugin::_notification(int p_what) {
if (p_what == EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED) {
func scene_changed(scene): String tp = EditorSettings::get_singleton()->get("editors/prop_tool/temp_path");
if scene.has_method("set_target_prop"):
scene.plugin = self
if not buttons_added:
light_button.show()
mesh_button.show()
prop_button.show()
scene_button.show()
entity_button.show()
# add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, light_button)
# add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, mesh_button)
# add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, prop_button)
# add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, scene_button)
# add_control_to_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, entity_button)
buttons_added = true
else:
if buttons_added:
light_button.hide()
mesh_button.hide()
prop_button.hide()
scene_button.hide()
entity_button.hide()
#
# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, light_button)
# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, mesh_button)
# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, prop_button)
# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, scene_button)
# remove_control_from_container(EditorPlugin.CONTAINER_SPATIAL_EDITOR_MENU, entity_button)
buttons_added = false
func apply_changes() -> void: if (!tp.ends_with("/")) {
var scene : Node = get_editor_interface().get_edited_scene_root() tp += "/";
EditorSettings::get_singleton()->set("editors/prop_tool/temp_path", tp);
if scene is PropTool: }
# if scene.has_method("set_target_prop") and scene.has_method("save"):
scene.save()
if (!DirAccess::exists(tp)) {
DirAccess *d = DirAccess::create_for_path(tp);
Error err = d->make_dir_recursive(tp);
func add_light(): memdelete(d);
var selection : Array = get_editor_interface().get_selection().get_selected_nodes()
var selected : Node
if selection.size() != 1:
selected = get_editor_interface().get_edited_scene_root()
else:
selected = selection[0]
var s : Node = selected
var n = PropToolLight.new()
var u : UndoRedo = get_undo_redo()
u.create_action("Add Light")
u.add_do_method(s, "add_child", n)
u.add_do_property(n, "owner", get_editor_interface().get_edited_scene_root())
u.add_undo_method(s, "remove_child", n)
u.commit_action()
get_editor_interface().get_selection().clear()
get_editor_interface().get_selection().add_node(n)
func add_mesh():
var selected : Array = get_editor_interface().get_selection().get_selected_nodes()
if selected.size() != 1:
return
var s : Node = selected[0] ERR_FAIL_COND_MSG(err, "PropTool: Temporary directory creation failed: error code: " + String::num(err));
var n = PropToolMesh.new() }
}
var u : UndoRedo = get_undo_redo() }
u.create_action("Add Mesh")
u.add_do_method(s, "add_child", n)
u.add_do_property(n, "owner", get_editor_interface().get_edited_scene_root())
u.add_undo_method(s, "remove_child", n)
u.commit_action()
get_editor_interface().get_selection().clear()
get_editor_interface().get_selection().add_node(n)
void PropToolEditorPlugin::_bind_methods() {
func add_prop(): ClassDB::bind_method(D_METHOD("on_scene_changed", "scene_root"), &PropToolEditorPlugin::on_scene_changed);
var selected : Array = get_editor_interface().get_selection().get_selected_nodes() ClassDB::bind_method(D_METHOD("apply_changes"), &PropToolEditorPlugin::apply_changes);
ClassDB::bind_method(D_METHOD("add_light"), &PropToolEditorPlugin::add_light);
if selected.size() != 1: ClassDB::bind_method(D_METHOD("add_mesh"), &PropToolEditorPlugin::add_mesh);
return ClassDB::bind_method(D_METHOD("add_prop"), &PropToolEditorPlugin::add_prop);
ClassDB::bind_method(D_METHOD("add_scene"), &PropToolEditorPlugin::add_scene);
var s : Node = selected[0] ClassDB::bind_method(D_METHOD("add_entity"), &PropToolEditorPlugin::add_entity);
var n = PropTool.new() }
var u : UndoRedo = get_undo_redo()
u.create_action("Add Prop")
u.add_do_method(s, "add_child", n)
u.add_do_property(n, "owner", get_editor_interface().get_edited_scene_root())
u.add_undo_method(s, "remove_child", n)
u.commit_action()
get_editor_interface().get_selection().clear()
get_editor_interface().get_selection().add_node(n)
func add_scene():
var selected : Array = get_editor_interface().get_selection().get_selected_nodes()
if selected.size() != 1:
return
var s : Node = selected[0]
var n = PropToolScene.new()
var u : UndoRedo = get_undo_redo()
u.create_action("Add Scene")
u.add_do_method(s, "add_child", n)
u.add_do_property(n, "owner", get_editor_interface().get_edited_scene_root())
u.add_undo_method(s, "remove_child", n)
u.commit_action()
get_editor_interface().get_selection().clear()
get_editor_interface().get_selection().add_node(n)
func add_entity():
var selected : Array = get_editor_interface().get_selection().get_selected_nodes()
if selected.size() != 1:
return
var s : Node = selected[0]
var n = PropToolEntity.new()
var u : UndoRedo = get_undo_redo()
u.create_action("Add Entity")
u.add_do_method(s, "add_child", n)
u.add_do_property(n, "owner", get_editor_interface().get_edited_scene_root())
u.add_undo_method(s, "remove_child", n)
u.commit_action()
get_editor_interface().get_selection().clear()
get_editor_interface().get_selection().add_node(n)
*/

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@ -52,13 +52,22 @@ public:
PropTool *create_or_get_scene(const Ref<PropData> &data); PropTool *create_or_get_scene(const Ref<PropData> &data);
Ref<PackedScene> create_scene(const Ref<PropData> &data); Ref<PackedScene> create_scene(const Ref<PropData> &data);
void on_scene_changed(Node *scene);
void apply_changes();
void add_light();
void add_mesh();
void add_prop();
void add_scene();
void add_entity();
PropToolEditorPlugin(EditorNode *p_node); PropToolEditorPlugin(EditorNode *p_node);
~PropToolEditorPlugin(); ~PropToolEditorPlugin();
protected: protected:
private: void _notification(int p_what);
String temp_path; static void _bind_methods();
private:
ToolButton *light_button; ToolButton *light_button;
ToolButton *mesh_button; ToolButton *mesh_button;
ToolButton *prop_button; ToolButton *prop_button;