/*************************************************************************/ /* room_manager_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 ROOM_MANAGER_EDITOR_PLUGIN_H #define ROOM_MANAGER_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/3d/portal.h" #include "scene/3d/room.h" #include "scene/3d/room_manager.h" #include "scene/resources/material.h" class RoomManagerEditorPlugin : public EditorPlugin { GDCLASS(RoomManagerEditorPlugin, EditorPlugin); RoomManager *_room_manager; ToolButton *button_rooms_convert; ToolButton *button_flip_portals; EditorNode *editor; void _rooms_convert(); void _flip_portals(); protected: static void _bind_methods(); public: virtual String get_name() const { return "RoomManager"; } 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); RoomManagerEditorPlugin(EditorNode *p_node); ~RoomManagerEditorPlugin(); }; /////////////////////// class RoomEditorPlugin : public EditorPlugin { GDCLASS(RoomEditorPlugin, EditorPlugin); Room *_room; ToolButton *button_generate; EditorNode *editor; UndoRedo *undo_redo; void _generate_points(); protected: static void _bind_methods(); public: virtual String get_name() const { return "Room"; } 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); RoomEditorPlugin(EditorNode *p_node); ~RoomEditorPlugin(); }; /////////////////////// class PortalEditorPlugin : public EditorPlugin { GDCLASS(PortalEditorPlugin, EditorPlugin); Portal *_portal; ToolButton *button_flip; EditorNode *editor; void _flip_portal(); protected: static void _bind_methods(); public: virtual String get_name() const { return "Portal"; } 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); PortalEditorPlugin(EditorNode *p_node); ~PortalEditorPlugin(); }; #endif