31b7f02a29
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
105 lines
4.3 KiB
C++
105 lines
4.3 KiB
C++
/*************************************************************************/
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/* physical_bone_3d_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "physical_bone_3d_editor_plugin.h"
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#include "editor/plugins/node_3d_editor_plugin.h"
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#include "scene/3d/physics_body_3d.h"
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void PhysicalBone3DEditor::_bind_methods() {
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}
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void PhysicalBone3DEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
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_set_move_joint();
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}
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void PhysicalBone3DEditor::_set_move_joint() {
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if (selected) {
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selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
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}
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}
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PhysicalBone3DEditor::PhysicalBone3DEditor(EditorNode *p_editor) :
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editor(p_editor) {
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spatial_editor_hb = memnew(HBoxContainer);
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spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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spatial_editor_hb->set_alignment(BoxContainer::ALIGN_BEGIN);
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Node3DEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
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spatial_editor_hb->add_child(memnew(VSeparator));
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button_transform_joint = memnew(Button);
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button_transform_joint->set_flat(true);
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spatial_editor_hb->add_child(button_transform_joint);
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button_transform_joint->set_text(TTR("Move Joint"));
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button_transform_joint->set_icon(Node3DEditor::get_singleton()->get_theme_icon("PhysicalBone3D", "EditorIcons"));
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button_transform_joint->set_toggle_mode(true);
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button_transform_joint->connect("toggled", callable_mp(this, &PhysicalBone3DEditor::_on_toggle_button_transform_joint));
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hide();
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}
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void PhysicalBone3DEditor::set_selected(PhysicalBone3D *p_pb) {
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button_transform_joint->set_pressed(false);
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_set_move_joint();
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selected = p_pb;
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_set_move_joint();
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}
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void PhysicalBone3DEditor::hide() {
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spatial_editor_hb->hide();
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}
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void PhysicalBone3DEditor::show() {
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spatial_editor_hb->show();
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}
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PhysicalBone3DEditorPlugin::PhysicalBone3DEditorPlugin(EditorNode *p_editor) :
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editor(p_editor),
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physical_bone_editor(editor) {}
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void PhysicalBone3DEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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physical_bone_editor.show();
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} else {
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physical_bone_editor.hide();
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physical_bone_editor.set_selected(nullptr);
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selected = nullptr;
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}
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}
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void PhysicalBone3DEditorPlugin::edit(Object *p_node) {
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selected = static_cast<PhysicalBone3D *>(p_node); // Trust it
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ERR_FAIL_COND(!selected);
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physical_bone_editor.set_selected(selected);
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}
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