godot/editor/plugins/packed_scene_editor_plugin.cpp

86 lines
3.9 KiB
C++

/*************************************************************************/
/* packed_scene_editor_plugin.cpp */
/*************************************************************************/
/* 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 "packed_scene_editor_plugin.h"
#include "editor/editor_node.h"
#include "scene/gui/button.h"
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
void PackedSceneEditor::_on_open_scene_pressed() {
// Using deferred call because changing scene updates the Inspector and thus destroys this plugin.
EditorNode::get_singleton()->call_deferred("open_request", packed_scene->get_path());
}
void PackedSceneEditor::_bind_methods() {
ClassDB::bind_method("_on_open_scene_pressed", &PackedSceneEditor::_on_open_scene_pressed);
}
void PackedSceneEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
case NOTIFICATION_THEME_CHANGED: {
open_scene_button->set_icon(get_icon("PackedScene", "EditorIcons"));
} break;
}
}
PackedSceneEditor::PackedSceneEditor(Ref<PackedScene> &p_packed_scene) {
packed_scene = p_packed_scene;
open_scene_button = memnew(Button(TTR("Open Scene")));
open_scene_button->connect("pressed", this, "_on_open_scene_pressed");
open_scene_button->set_disabled(!packed_scene->get_path().get_file().is_valid_filename());
add_child(open_scene_button);
add_child(memnew(Control)); // Add padding before the regular properties.
}
///////////////////////
bool EditorInspectorPluginPackedScene::can_handle(Object *p_object) {
return Object::cast_to<PackedScene>(p_object) != nullptr;
}
void EditorInspectorPluginPackedScene::parse_begin(Object *p_object) {
Ref<PackedScene> packed_scene(p_object);
PackedSceneEditor *editor = memnew(PackedSceneEditor(packed_scene));
add_custom_control(editor);
}
///////////////////////
PackedSceneEditorPlugin::PackedSceneEditorPlugin(EditorNode *p_editor) {
Ref<EditorInspectorPluginPackedScene> plugin;
plugin.instance();
add_inspector_plugin(plugin);
}