godot/editor/plugins/resource_preloader_editor_plugin.h

108 lines
4.1 KiB
C++

/*************************************************************************/
/* resource_preloader_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 RESOURCE_PRELOADER_EDITOR_PLUGIN_H
#define RESOURCE_PRELOADER_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
#include "scene/main/resource_preloader.h"
class EditorNode;
struct EditorProgress;
class EditorFileDialog;
class ResourcePreloaderEditor : public PanelContainer {
GDCLASS(ResourcePreloaderEditor, PanelContainer);
enum {
BUTTON_OPEN_SCENE,
BUTTON_EDIT_RESOURCE,
BUTTON_REMOVE
};
Button *load;
Button *paste;
Tree *tree;
bool loading_scene;
EditorFileDialog *file;
AcceptDialog *dialog;
ResourcePreloader *preloader;
void _load_pressed();
void _files_load_request(const Vector<String> &p_paths);
void _paste_pressed();
void _remove_resource(const String &p_to_remove);
void _update_library();
void _cell_button_pressed(Object *p_item, int p_column, int p_id);
void _item_edited();
UndoRedo *undo_redo;
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
void edit(ResourcePreloader *p_preloader);
ResourcePreloaderEditor();
};
class ResourcePreloaderEditorPlugin : public EditorPlugin {
GDCLASS(ResourcePreloaderEditorPlugin, EditorPlugin);
ResourcePreloaderEditor *preloader_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const override { return "ResourcePreloader"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
ResourcePreloaderEditorPlugin(EditorNode *p_node);
~ResourcePreloaderEditorPlugin();
};
#endif // RESOURCE_PRELOADER_EDITOR_PLUGIN_H