d81e6ee024
Pretty hacky solution but it's better than an infinite loop. All this import setup needs to be redone, it's very difficult to properly bail out from an invalid import without triggering reimport loops. Also fix underline not visible at default editor scale in LinkButton. Fixes #73319.
178 lines
7 KiB
C++
178 lines
7 KiB
C++
/**************************************************************************/
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/* fbx_importer_manager.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "fbx_importer_manager.h"
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#include "core/config/project_settings.h"
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#include "editor/editor_node.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/link_button.h"
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void FBXImporterManager::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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connect("confirmed", callable_mp(this, &FBXImporterManager::_path_confirmed));
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} break;
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}
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}
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void FBXImporterManager::show_dialog(bool p_exclusive) {
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String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx/fbx2gltf_path");
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fbx_path->set_text(fbx2gltf_path);
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_validate_path(fbx2gltf_path);
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// If exclusive, we're importing a FBX file, there's no exit.
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is_importing = p_exclusive;
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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 FBX & Restart"));
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get_cancel_button()->set_tooltip_text(TTR("Canceling this dialog will disable the FBX importer.\nYou can re-enable it in the Project Settings under Filesystem > Import > FBX > Enabled.\n\nThe editor will restart as importers are registered when the editor starts."));
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} else {
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get_cancel_button()->set_text(TTR("Cancel"));
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get_cancel_button()->set_tooltip_text("");
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}
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popup_centered();
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}
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void FBXImporterManager::_validate_path(const String &p_path) {
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String error;
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bool success = false;
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if (p_path == "") {
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error = TTR("Path to FBX2glTF executable is empty.");
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} else if (!FileAccess::exists(p_path)) {
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error = TTR("Path to FBX2glTF executable is invalid.");
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} else {
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List<String> args;
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args.push_back("--version");
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int exitcode;
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Error err = OS::get_singleton()->execute(p_path, args, nullptr, &exitcode);
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if (err == OK && exitcode == 0) {
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success = true;
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} else {
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error = TTR("Error executing this file (wrong version or architecture).");
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}
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}
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if (success) {
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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"), SNAME("Editor")));
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get_ok_button()->set_disabled(false);
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} else {
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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"), SNAME("Editor")));
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get_ok_button()->set_disabled(true);
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}
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}
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void FBXImporterManager::_select_file(const String &p_path) {
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fbx_path->set_text(p_path);
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_validate_path(p_path);
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}
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void FBXImporterManager::_path_confirmed() {
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String path = fbx_path->get_text();
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EditorSettings::get_singleton()->set("filesystem/import/fbx/fbx2gltf_path", path);
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EditorSettings::get_singleton()->save();
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}
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void FBXImporterManager::_cancel_setup() {
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if (!is_importing) {
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return; // No worry.
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}
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// No escape.
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ProjectSettings::get_singleton()->set("filesystem/import/fbx/enabled", false);
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ProjectSettings::get_singleton()->save();
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EditorNode::get_singleton()->save_all_scenes();
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EditorNode::get_singleton()->restart_editor();
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}
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void FBXImporterManager::_browse_install() {
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if (fbx_path->get_text() != String()) {
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browse_dialog->set_current_file(fbx_path->get_text());
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}
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browse_dialog->popup_centered_ratio();
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}
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FBXImporterManager *FBXImporterManager::singleton = nullptr;
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FBXImporterManager::FBXImporterManager() {
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singleton = this;
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set_title(TTR("Configure FBX Importer"));
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VBoxContainer *vb = memnew(VBoxContainer);
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vb->add_child(memnew(Label(TTR("FBX2glTF is required for importing FBX files.\nPlease download it and provide a valid path to the binary:"))));
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LinkButton *lb = memnew(LinkButton);
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lb->set_text(TTR("Click this link to download FBX2glTF"));
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lb->set_uri("https://godotengine.org/fbx-import");
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vb->add_child(lb);
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HBoxContainer *hb = memnew(HBoxContainer);
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fbx_path = memnew(LineEdit);
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fbx_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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hb->add_child(fbx_path);
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fbx_path_browse = memnew(Button);
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hb->add_child(fbx_path_browse);
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fbx_path_browse->set_text(TTR("Browse"));
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fbx_path_browse->connect("pressed", callable_mp(this, &FBXImporterManager::_browse_install));
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hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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hb->set_custom_minimum_size(Size2(400 * EDSCALE, 0));
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vb->add_child(hb);
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path_status = memnew(Label);
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vb->add_child(path_status);
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add_child(vb);
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fbx_path->connect("text_changed", callable_mp(this, &FBXImporterManager::_validate_path));
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get_ok_button()->set_text(TTR("Confirm Path"));
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get_cancel_button()->connect("pressed", callable_mp(this, &FBXImporterManager::_cancel_setup));
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browse_dialog = memnew(EditorFileDialog);
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browse_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
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browse_dialog->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
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#ifdef WINDOWS_ENABLED
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browse_dialog->add_filter("*.exe");
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#endif
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browse_dialog->connect("file_selected", callable_mp(this, &FBXImporterManager::_select_file));
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add_child(browse_dialog);
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}
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