godot/editor/plugins/mesh_library_editor_plugin.h

100 lines
4.0 KiB
C++

/*************************************************************************/
/* mesh_library_editor_plugin.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef MESH_LIBRARY_EDITOR_PLUGIN_H
#define MESH_LIBRARY_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/resources/mesh_library.h"
class EditorNode;
class EditorFileDialog;
class ConfirmationDialog;
class MenuButton;
class MeshLibraryEditor : public Control {
GDCLASS(MeshLibraryEditor, Control);
Ref<MeshLibrary> mesh_library;
EditorNode *editor;
MenuButton *menu;
ConfirmationDialog *cd_remove;
ConfirmationDialog *cd_update;
EditorFileDialog *file;
bool apply_xforms;
int to_erase;
enum {
MENU_OPTION_ADD_ITEM,
MENU_OPTION_REMOVE_ITEM,
MENU_OPTION_UPDATE_FROM_SCENE,
MENU_OPTION_IMPORT_FROM_SCENE,
MENU_OPTION_IMPORT_FROM_SCENE_APPLY_XFORMS
};
int option;
void _import_scene_cbk(const String &p_str);
void _menu_cbk(int p_option);
void _menu_remove_confirm();
void _menu_update_confirm(bool p_apply_xforms);
static void _import_scene(Node *p_scene, Ref<MeshLibrary> p_library, bool p_merge, bool p_apply_xforms);
protected:
static void _bind_methods();
public:
MenuButton *get_menu_button() const { return menu; }
void edit(const Ref<MeshLibrary> &p_mesh_library);
static Error update_library_file(Node *p_base_scene, Ref<MeshLibrary> ml, bool p_merge = true, bool p_apply_xforms = false);
MeshLibraryEditor(EditorNode *p_editor);
};
class MeshLibraryEditorPlugin : public EditorPlugin {
GDCLASS(MeshLibraryEditorPlugin, EditorPlugin);
MeshLibraryEditor *mesh_library_editor;
EditorNode *editor;
public:
virtual String get_name() const override { return "MeshLibrary"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_node) override;
virtual bool handles(Object *p_node) const override;
virtual void make_visible(bool p_visible) override;
MeshLibraryEditorPlugin(EditorNode *p_node);
};
#endif // MESH_LIBRARY_EDITOR_PLUGIN_H