virtualx-engine/tools/editor/editor_path.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

118 lines
4 KiB
C++

/*************************************************************************/
/* editor_path.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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, */
/* 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. */
/*************************************************************************/
#include "editor_path.h"
void EditorPath::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_DRAW: {
RID ci=get_canvas_item();
Ref<Font> label_font = get_font("font","Label");
Size2i size = get_size();
Ref<Texture> sn = get_icon("SmallNext","EditorIcons");
int ofs=5;
for(int i=0;i<history->get_path_size();i++) {
Object *obj = ObjectDB::get_instance(history->get_path_object(i));
if (!obj)
continue;
String type = obj->get_type();
Ref<Texture> icon;
if (has_icon(obj->get_type(),"EditorIcons"))
icon=get_icon(obj->get_type(),"EditorIcons");
else
icon=get_icon("Object","EditorIcons");
icon->draw(ci,Point2i(ofs,(size.height-icon->get_height())/2));
ofs+=icon->get_width();
if (i==history->get_path_size()-1) {
//add name
ofs+=4;
int left = size.width - ofs;
if (left<0)
continue;
String name;
if (obj->cast_to<Resource>()) {
Resource *r = obj->cast_to<Resource>();
if (r->get_path().is_resource_file())
name=r->get_path().get_file();
else
name=r->get_name();
if (name=="")
name=r->get_type();
} else if (obj->cast_to<Node>()) {
name=obj->cast_to<Node>()->get_name();
} else if (obj->cast_to<Resource>() && obj->cast_to<Resource>()->get_name()!="") {
name=obj->cast_to<Resource>()->get_name();
} else {
name=obj->get_type();
}
set_tooltip(obj->get_type());
label_font->draw(ci,Point2i(ofs,(size.height-label_font->get_height())/2+label_font->get_ascent()),name,Color(1,1,1),left);
} else {
//add arrow
//sn->draw(ci,Point2i(ofs,(size.height-sn->get_height())/2));
//ofs+=sn->get_width();
ofs+=5; //just looks better! somehow
}
}
} break;
}
}
void EditorPath::update_path() {
update();
}
EditorPath::EditorPath(EditorHistory *p_history) {
history=p_history;
}