/*************************************************************************/ /* 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) */ /* */ /* 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 "editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor_resource_preview.h" #include "plugins/canvas_item_editor_plugin.h" #include "plugins/spatial_editor_plugin.h" #include "scene/3d/camera.h" #include "scene/gui/popup_menu.h" Control *EditorInterface::get_editor_viewport() { return EditorNode::get_singleton()->get_viewport(); } void EditorInterface::edit_resource(const Ref &p_resource) { EditorNode::get_singleton()->edit_resource(p_resource); } void EditorInterface::open_scene_from_path(const String &scene_path) { if (EditorNode::get_singleton()->is_changing_scene()) { return; } EditorNode::get_singleton()->open_request(scene_path); } void EditorInterface::reload_scene_from_path(const String &scene_path) { if (EditorNode::get_singleton()->is_changing_scene()) { return; } EditorNode::get_singleton()->reload_scene(scene_path); } Node *EditorInterface::get_edited_scene_root() { return EditorNode::get_singleton()->get_edited_scene(); } Array EditorInterface::get_open_scenes() const { Array ret; Vector scenes = EditorNode::get_singleton()->get_editor_data().get_edited_scenes(); int scns_amount = scenes.size(); for (int idx_scn = 0; idx_scn < scns_amount; idx_scn++) { if (scenes[idx_scn].root == NULL) continue; ret.push_back(scenes[idx_scn].root->get_filename()); } return ret; } ScriptEditor *EditorInterface::get_script_editor() { return ScriptEditor::get_singleton(); } void EditorInterface::inspect_object(Object *p_obj, const String &p_for_property) { EditorNode::get_singleton()->push_item(p_obj, p_for_property); } EditorFileSystem *EditorInterface::get_resource_file_system() { return EditorFileSystem::get_singleton(); } EditorSelection *EditorInterface::get_selection() { return EditorNode::get_singleton()->get_editor_selection(); } EditorSettings *EditorInterface::get_editor_settings() { return EditorSettings::get_singleton(); } EditorResourcePreview *EditorInterface::get_resource_previewer() { return EditorResourcePreview::get_singleton(); } Control *EditorInterface::get_base_control() { return EditorNode::get_singleton()->get_gui_base(); } Error EditorInterface::save_scene() { if (!get_edited_scene_root()) return ERR_CANT_CREATE; if (get_edited_scene_root()->get_filename() == String()) return ERR_CANT_CREATE; save_scene_as(get_edited_scene_root()->get_filename()); return OK; } void EditorInterface::save_scene_as(const String &p_scene, bool p_with_preview) { EditorNode::get_singleton()->save_scene_to_path(p_scene, p_with_preview); } EditorInterface *EditorInterface::singleton = NULL; void EditorInterface::_bind_methods() { ClassDB::bind_method(D_METHOD("inspect_object", "object", "for_property"), &EditorInterface::inspect_object, DEFVAL(String())); ClassDB::bind_method(D_METHOD("get_selection"), &EditorInterface::get_selection); ClassDB::bind_method(D_METHOD("get_editor_settings"), &EditorInterface::get_editor_settings); ClassDB::bind_method(D_METHOD("get_script_editor"), &EditorInterface::get_script_editor); ClassDB::bind_method(D_METHOD("get_base_control"), &EditorInterface::get_base_control); ClassDB::bind_method(D_METHOD("edit_resource", "resource"), &EditorInterface::edit_resource); ClassDB::bind_method(D_METHOD("open_scene_from_path", "scene_filepath"), &EditorInterface::open_scene_from_path); ClassDB::bind_method(D_METHOD("reload_scene_from_path", "scene_filepath"), &EditorInterface::reload_scene_from_path); ClassDB::bind_method(D_METHOD("get_open_scenes"), &EditorInterface::get_open_scenes); ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &EditorInterface::get_edited_scene_root); ClassDB::bind_method(D_METHOD("get_resource_previewer"), &EditorInterface::get_resource_previewer); ClassDB::bind_method(D_METHOD("get_resource_filesystem"), &EditorInterface::get_resource_file_system); ClassDB::bind_method(D_METHOD("get_editor_viewport"), &EditorInterface::get_editor_viewport); ClassDB::bind_method(D_METHOD("save_scene"), &EditorInterface::save_scene); ClassDB::bind_method(D_METHOD("save_scene_as", "path", "with_preview"), &EditorInterface::save_scene_as, DEFVAL(true)); } EditorInterface::EditorInterface() { singleton = this; } /////////////////////////////////////////// void EditorPlugin::add_custom_type(const String &p_type, const String &p_base, const Ref