/*************************************************************************/ /* resource_preloader_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 RESOURCE_PRELOADER_EDITOR_PLUGIN_H #define RESOURCE_PRELOADER_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/gui/dialogs.h" #include "scene/gui/file_dialog.h" #include "scene/gui/tree.h" #include "scene/main/resource_preloader.h" 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 _load_scene_pressed(); void _files_load_request(const Vector &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); void _gui_input(Ref p_event); 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 { return "ResourcePreloader"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); ResourcePreloaderEditorPlugin(EditorNode *p_node); ~ResourcePreloaderEditorPlugin(); }; #endif // RESOURCE_PRELOADER_EDITOR_PLUGIN_H