c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
108 lines
4 KiB
C++
108 lines
4 KiB
C++
/*************************************************************************/
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/* resource_preloader_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#ifndef RESOURCE_PRELOADER_EDITOR_PLUGIN_H
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#define RESOURCE_PRELOADER_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/gui/tree.h"
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#include "scene/main/resource_preloader.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/dialogs.h"
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class ResourcePreloaderEditor : public PanelContainer {
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OBJ_TYPE(ResourcePreloaderEditor, PanelContainer );
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Button *load;
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Button *_delete;
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Button *paste;
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Tree *tree;
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bool loading_scene;
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EditorFileDialog *file;
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AcceptDialog *dialog;
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ResourcePreloader *preloader;
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void _load_pressed();
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void _load_scene_pressed();
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void _files_load_request(const Vector<String>& p_paths);
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void _paste_pressed();
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void _delete_pressed();
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void _delete_confirm_pressed();
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void _update_library();
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void _item_edited();
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UndoRedo *undo_redo;
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Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
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bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
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void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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void set_undo_redo(UndoRedo *p_undo_redo) {undo_redo=p_undo_redo; }
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void edit(ResourcePreloader* p_preloader);
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ResourcePreloaderEditor();
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};
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class ResourcePreloaderEditorPlugin : public EditorPlugin {
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OBJ_TYPE( ResourcePreloaderEditorPlugin, EditorPlugin );
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ResourcePreloaderEditor *preloader_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "ResourcePreloader"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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ResourcePreloaderEditorPlugin(EditorNode *p_node);
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~ResourcePreloaderEditorPlugin();
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};
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#endif // RESOURCE_PRELOADER_EDITOR_PLUGIN_H
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