/*************************************************************************/ /* mesh_library_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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_node.h" #include "scene/resources/mesh_library.h" class MeshLibraryEditor : public Control { GDCLASS(MeshLibraryEditor, Control); Ref<MeshLibrary> mesh_library; EditorNode *editor; MenuButton *menu; ConfirmationDialog *cd; EditorFileDialog *file; int to_erase; enum { MENU_OPTION_ADD_ITEM, MENU_OPTION_REMOVE_ITEM, MENU_OPTION_UPDATE_FROM_SCENE, MENU_OPTION_IMPORT_FROM_SCENE }; int option; void _import_scene_cbk(const String &p_str); void _menu_cbk(int p_option); void _menu_confirm(); static void _import_scene(Node *p_scene, Ref<MeshLibrary> p_library, bool p_merge); 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); MeshLibraryEditor(EditorNode *p_editor); }; class MeshLibraryEditorPlugin : public EditorPlugin { GDCLASS(MeshLibraryEditorPlugin, EditorPlugin); MeshLibraryEditor *mesh_library_editor; EditorNode *editor; public: virtual String get_name() const { return "MeshLibrary"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_node); virtual bool handles(Object *p_node) const; virtual void make_visible(bool p_visible); MeshLibraryEditorPlugin(EditorNode *p_node); }; #endif // MESH_LIBRARY_EDITOR_PLUGIN_H