6f0b4678e2
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
129 lines
4.4 KiB
C++
129 lines
4.4 KiB
C++
/*************************************************************************/
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/* editor_run_native.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor_run_native.h"
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#include "editor_import_export.h"
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void EditorRunNative::_notification(int p_what) {
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if (p_what==NOTIFICATION_ENTER_SCENE) {
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List<StringName> ep;
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EditorImportExport::get_singleton()->get_export_platforms(&ep);
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ep.sort_custom<StringName::AlphCompare>();
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for(List<StringName>::Element *E=ep.front();E;E=E->next()) {
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Ref<EditorExportPlatform> eep = EditorImportExport::get_singleton()->get_export_platform(E->get());
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if (eep.is_null())
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continue;
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Ref<ImageTexture> icon = eep->get_logo();
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if (!icon.is_null()) {
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Image im = icon->get_data();
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im.clear_mipmaps();
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if (!im.empty()) {
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im.resize(16,16);
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Ref<ImageTexture> small_icon = memnew( ImageTexture);
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small_icon->create_from_image(im);
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MenuButton *mb = memnew( MenuButton );
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mb->get_popup()->connect("item_pressed",this,"_run_native",varray(E->get()));
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mb->set_icon(small_icon);
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add_child(mb);
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menus[E->get()]=mb;
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}
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}
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}
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}
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if (p_what==NOTIFICATION_PROCESS) {
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bool changed = EditorImportExport::get_singleton()->poll_export_platforms() || first;
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if (changed) {
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for(Map<StringName,MenuButton*>::Element *E=menus.front();E;E=E->next()) {
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Ref<EditorExportPlatform> eep = EditorImportExport::get_singleton()->get_export_platform(E->key());
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MenuButton *mb = E->get();
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int dc = eep->get_device_count();
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if (dc==0) {
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mb->hide();
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} else {
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mb->get_popup()->clear();
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mb->show();
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for(int i=0;i<dc;i++) {
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mb->get_popup()->add_icon_item(get_icon("Play","EditorIcons"),eep->get_device_name(i));
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mb->get_popup()->set_item_tooltip(mb->get_popup()->get_item_count() -1,eep->get_device_info(i));
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}
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}
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}
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first=false;
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}
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}
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}
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void EditorRunNative::_run_native(int p_idx,const String& p_platform) {
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Ref<EditorExportPlatform> eep = EditorImportExport::get_singleton()->get_export_platform(p_platform);
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ERR_FAIL_COND(eep.is_null());
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eep->run(p_idx,deploy_dumb);
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}
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void EditorRunNative::_bind_methods() {
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ObjectTypeDB::bind_method("_run_native",&EditorRunNative::_run_native);
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}
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void EditorRunNative::set_deploy_dumb(bool p_enabled) {
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deploy_dumb=p_enabled;
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}
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bool EditorRunNative::is_deploy_dumb_enabled() const{
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return deploy_dumb;
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}
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EditorRunNative::EditorRunNative()
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{
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set_process(true);
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first=true;
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deploy_dumb=false;
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}
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