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/**************************************************************************/
/* fbx_importer_manager.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
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# include "fbx_importer_manager.h"
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# include "core/config/project_settings.h"
# include "editor/editor_node.h"
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# include "editor/editor_settings.h"
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# include "editor/editor_string_names.h"
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# include "editor/themes/editor_scale.h"
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# include "scene/gui/link_button.h"
void FBXImporterManager : : _notification ( int p_what ) {
switch ( p_what ) {
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case NOTIFICATION_THEME_CHANGED : {
fbx_path_browse - > set_icon ( get_editor_theme_icon ( SNAME ( " FileBrowse " ) ) ) ;
} break ;
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case NOTIFICATION_READY : {
connect ( " confirmed " , callable_mp ( this , & FBXImporterManager : : _path_confirmed ) ) ;
} break ;
}
}
void FBXImporterManager : : show_dialog ( bool p_exclusive ) {
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String fbx2gltf_path = EDITOR_GET ( " filesystem/import/fbx2gltf/fbx2gltf_path " ) ;
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fbx_path - > set_text ( fbx2gltf_path ) ;
_validate_path ( fbx2gltf_path ) ;
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// If exclusive, we're importing a FBX file, there's no exit.
is_importing = p_exclusive ;
set_flag ( Window : : FLAG_BORDERLESS , p_exclusive ) ; // Avoid closing accidentally.
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set_close_on_escape ( ! p_exclusive ) ;
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if ( is_importing ) {
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get_cancel_button ( ) - > set_text ( TTR ( " Disable FBX2glTF & Restart " ) ) ;
get_cancel_button ( ) - > set_tooltip_text ( TTR ( " Canceling this dialog will disable the FBX2glTF importer and use the ufbx importer. \n You can re-enable FBX2glTF in the Project Settings under Filesystem > Import > FBX > Enabled. \n \n The editor will restart as importers are registered when the editor starts. " ) ) ;
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} else {
get_cancel_button ( ) - > set_text ( TTR ( " Cancel " ) ) ;
get_cancel_button ( ) - > set_tooltip_text ( " " ) ;
}
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popup_centered ( ) ;
}
void FBXImporterManager : : _validate_path ( const String & p_path ) {
String error ;
bool success = false ;
if ( p_path = = " " ) {
error = TTR ( " Path to FBX2glTF executable is empty. " ) ;
} else if ( ! FileAccess : : exists ( p_path ) ) {
error = TTR ( " Path to FBX2glTF executable is invalid. " ) ;
} else {
List < String > args ;
args . push_back ( " --version " ) ;
int exitcode ;
Error err = OS : : get_singleton ( ) - > execute ( p_path , args , nullptr , & exitcode ) ;
if ( err = = OK & & exitcode = = 0 ) {
success = true ;
} else {
error = TTR ( " Error executing this file (wrong version or architecture). " ) ;
}
}
if ( success ) {
path_status - > set_text ( TTR ( " FBX2glTF executable is valid. " ) ) ;
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path_status - > add_theme_color_override ( " font_color " , path_status - > get_theme_color ( SNAME ( " success_color " ) , EditorStringName ( Editor ) ) ) ;
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get_ok_button ( ) - > set_disabled ( false ) ;
} else {
path_status - > set_text ( error ) ;
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path_status - > add_theme_color_override ( " font_color " , path_status - > get_theme_color ( SNAME ( " error_color " ) , EditorStringName ( Editor ) ) ) ;
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get_ok_button ( ) - > set_disabled ( true ) ;
}
}
void FBXImporterManager : : _select_file ( const String & p_path ) {
fbx_path - > set_text ( p_path ) ;
_validate_path ( p_path ) ;
}
void FBXImporterManager : : _path_confirmed ( ) {
String path = fbx_path - > get_text ( ) ;
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EditorSettings : : get_singleton ( ) - > set ( " filesystem/import/fbx2gltf/fbx2gltf_path " , path ) ;
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EditorSettings : : get_singleton ( ) - > save ( ) ;
}
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void FBXImporterManager : : _cancel_setup ( ) {
if ( ! is_importing ) {
return ; // No worry.
}
// No escape.
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ProjectSettings : : get_singleton ( ) - > set ( " filesystem/import/fbx2gltf/enabled " , false ) ;
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ProjectSettings : : get_singleton ( ) - > save ( ) ;
EditorNode : : get_singleton ( ) - > save_all_scenes ( ) ;
EditorNode : : get_singleton ( ) - > restart_editor ( ) ;
}
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void FBXImporterManager : : _browse_install ( ) {
if ( fbx_path - > get_text ( ) ! = String ( ) ) {
browse_dialog - > set_current_file ( fbx_path - > get_text ( ) ) ;
}
browse_dialog - > popup_centered_ratio ( ) ;
}
FBXImporterManager * FBXImporterManager : : singleton = nullptr ;
FBXImporterManager : : FBXImporterManager ( ) {
singleton = this ;
set_title ( TTR ( " Configure FBX Importer " ) ) ;
VBoxContainer * vb = memnew ( VBoxContainer ) ;
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vb - > add_child ( memnew ( Label ( TTR ( " FBX2glTF is required for importing FBX files if using FBX2glTF. \n Alternatively, you can use ufbx by disabling FBX2glTF. \n Please download the necessary tool and provide a valid path to the binary: " ) ) ) ) ;
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LinkButton * lb = memnew ( LinkButton ) ;
lb - > set_text ( TTR ( " Click this link to download FBX2glTF " ) ) ;
lb - > set_uri ( " https://godotengine.org/fbx-import " ) ;
vb - > add_child ( lb ) ;
HBoxContainer * hb = memnew ( HBoxContainer ) ;
fbx_path = memnew ( LineEdit ) ;
fbx_path - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
hb - > add_child ( fbx_path ) ;
fbx_path_browse = memnew ( Button ) ;
fbx_path_browse - > set_text ( TTR ( " Browse " ) ) ;
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fbx_path_browse - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & FBXImporterManager : : _browse_install ) ) ;
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hb - > add_child ( fbx_path_browse ) ;
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hb - > set_h_size_flags ( Control : : SIZE_EXPAND_FILL ) ;
hb - > set_custom_minimum_size ( Size2 ( 400 * EDSCALE , 0 ) ) ;
vb - > add_child ( hb ) ;
path_status = memnew ( Label ) ;
vb - > add_child ( path_status ) ;
add_child ( vb ) ;
fbx_path - > connect ( " text_changed " , callable_mp ( this , & FBXImporterManager : : _validate_path ) ) ;
get_ok_button ( ) - > set_text ( TTR ( " Confirm Path " ) ) ;
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get_cancel_button ( ) - > connect ( SceneStringName ( pressed ) , callable_mp ( this , & FBXImporterManager : : _cancel_setup ) ) ;
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browse_dialog = memnew ( EditorFileDialog ) ;
browse_dialog - > set_access ( EditorFileDialog : : ACCESS_FILESYSTEM ) ;
browse_dialog - > set_file_mode ( EditorFileDialog : : FILE_MODE_OPEN_FILE ) ;
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# ifdef WINDOWS_ENABLED
browse_dialog - > add_filter ( " *.exe " ) ;
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# endif
browse_dialog - > connect ( " file_selected " , callable_mp ( this , & FBXImporterManager : : _select_file ) ) ;
add_child ( browse_dialog ) ;
}