godot/editor/plugins/sample_player_editor_plugin.cpp

203 lines
6.2 KiB
C++
Raw Normal View History

2014-02-10 01:10:30 +00:00
/*************************************************************************/
/* sample_player_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
2014-02-10 01:10:30 +00:00
/* */
/* 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. */
/*************************************************************************/
2017-01-15 19:06:14 +00:00
#if 0
2014-02-10 01:10:30 +00:00
#include "sample_player_editor_plugin.h"
2017-01-15 19:06:14 +00:00
2014-02-10 01:10:30 +00:00
#include "scene/resources/sample_library.h"
void SamplePlayerEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
2014-02-10 01:10:30 +00:00
play->set_icon( get_icon("Play","EditorIcons") );
stop->set_icon( get_icon("Stop","EditorIcons") );
}
}
void SamplePlayerEditor::_node_removed(Node *p_node) {
if(p_node==node) {
node=NULL;
hide();
}
}
void SamplePlayerEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_play"),&SamplePlayerEditor::_play);
ClassDB::bind_method(D_METHOD("_stop"),&SamplePlayerEditor::_stop);
2014-02-10 01:10:30 +00:00
}
void SamplePlayerEditor::_play() {
if (!node)
return;
if (samples->get_item_count()<=0)
return;
node->call("play",samples->get_item_text( samples->get_selected() ));
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
stop->set_pressed(false);
play->set_pressed(true);
2014-02-10 01:10:30 +00:00
}
void SamplePlayerEditor::_stop() {
if (!node)
return;
if (samples->get_item_count()<=0)
return;
node->call("stop_all");
print_line("STOP ALL!!");
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
stop->set_pressed(true);
play->set_pressed(false);
2014-02-10 01:10:30 +00:00
}
void SamplePlayerEditor::_update_sample_library() {
samples->clear();
Ref<SampleLibrary> sl = node->call("get_sample_library");
if (sl.is_null()) {
samples->add_item("<NO SAMPLE LIBRARY>");
2017-01-14 17:03:38 +00:00
return; //no sample library;
2014-02-10 01:10:30 +00:00
}
List<StringName> samplenames;
sl->get_sample_list(&samplenames);
samplenames.sort_custom<StringName::AlphCompare>();
2014-02-10 01:10:30 +00:00
for(List<StringName>::Element *E=samplenames.front();E;E=E->next()) {
samples->add_item(E->get());
}
}
void SamplePlayerEditor::edit(Node *p_sample_player) {
node=p_sample_player;
if (node) {
_update_sample_library();
}
}
SamplePlayerEditor::SamplePlayerEditor() {
play = memnew( Button );
play->set_position(Point2( 5, 5 ));
2014-02-10 01:10:30 +00:00
play->set_toggle_mode(true);
play->set_anchor_and_margin(MARGIN_LEFT,Control::ANCHOR_END,250);
play->set_anchor_and_margin(MARGIN_RIGHT,Control::ANCHOR_END,230);
play->set_anchor_and_margin(MARGIN_TOP,Control::ANCHOR_BEGIN,0);
play->set_anchor_and_margin(MARGIN_BOTTOM,Control::ANCHOR_BEGIN,0);
add_child(play);
stop = memnew( Button );
stop->set_position(Point2( 35, 5 ));
2014-02-10 01:10:30 +00:00
stop->set_toggle_mode(true);
stop->set_anchor_and_margin(MARGIN_LEFT,Control::ANCHOR_END,220);
stop->set_anchor_and_margin(MARGIN_RIGHT,Control::ANCHOR_END,200);
stop->set_anchor_and_margin(MARGIN_TOP,Control::ANCHOR_BEGIN,0);
stop->set_anchor_and_margin(MARGIN_BOTTOM,Control::ANCHOR_BEGIN,0);
add_child(stop);
samples = memnew( OptionButton );
samples->set_anchor_and_margin(MARGIN_LEFT,Control::ANCHOR_END,190);
samples->set_anchor_and_margin(MARGIN_RIGHT,Control::ANCHOR_END,5);
samples->set_anchor_and_margin(MARGIN_TOP,Control::ANCHOR_BEGIN,0);
samples->set_anchor_and_margin(MARGIN_BOTTOM,Control::ANCHOR_BEGIN,0);
add_child(samples);
play->connect("pressed", this,"_play");
stop->connect("pressed", this,"_stop");
}
void SamplePlayerEditorPlugin::edit(Object *p_object) {
sample_player_editor->edit(p_object->cast_to<Node>());
}
bool SamplePlayerEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("SamplePlayer2D") || p_object->is_class("SamplePlayer") || p_object->is_class("SpatialSamplePlayer");
2014-02-10 01:10:30 +00:00
}
void SamplePlayerEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
sample_player_editor->show();
sample_player_editor->set_fixed_process(true);
} else {
sample_player_editor->hide();
sample_player_editor->set_fixed_process(false);
sample_player_editor->edit(NULL);
}
}
SamplePlayerEditorPlugin::SamplePlayerEditorPlugin(EditorNode *p_node) {
editor=p_node;
sample_player_editor = memnew( SamplePlayerEditor );
editor->get_viewport()->add_child(sample_player_editor);
sample_player_editor->set_anchor(MARGIN_LEFT,Control::ANCHOR_END);
sample_player_editor->set_anchor(MARGIN_RIGHT,Control::ANCHOR_END);
sample_player_editor->set_margin(MARGIN_LEFT,250);
sample_player_editor->set_margin(MARGIN_RIGHT,0);
sample_player_editor->set_margin(MARGIN_TOP,0);
sample_player_editor->set_margin(MARGIN_BOTTOM,10);
sample_player_editor->hide();
}
SamplePlayerEditorPlugin::~SamplePlayerEditorPlugin()
{
}
2017-01-15 19:06:14 +00:00
#endif