virtualx-engine/editor/plugins/camera_3d_editor_plugin.cpp

117 lines
4.5 KiB
C++

/*************************************************************************/
/* camera_3d_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "camera_3d_editor_plugin.h"
#include "editor/editor_node.h"
#include "node_3d_editor_plugin.h"
void Camera3DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = nullptr;
Node3DEditor::get_singleton()->set_custom_camera(nullptr);
hide();
}
}
void Camera3DEditor::_pressed() {
Node *sn = (node && preview->is_pressed()) ? node : nullptr;
Node3DEditor::get_singleton()->set_custom_camera(sn);
}
void Camera3DEditor::_bind_methods() {
}
void Camera3DEditor::edit(Node *p_camera) {
node = p_camera;
if (!node) {
preview->set_pressed(false);
Node3DEditor::get_singleton()->set_custom_camera(nullptr);
} else {
if (preview->is_pressed()) {
Node3DEditor::get_singleton()->set_custom_camera(p_camera);
} else {
Node3DEditor::get_singleton()->set_custom_camera(nullptr);
}
}
}
Camera3DEditor::Camera3DEditor() {
preview = memnew(Button);
add_child(preview);
preview->set_text(TTR("Preview"));
preview->set_toggle_mode(true);
preview->set_anchor(SIDE_LEFT, Control::ANCHOR_END);
preview->set_anchor(SIDE_RIGHT, Control::ANCHOR_END);
preview->set_offset(SIDE_LEFT, -60);
preview->set_offset(SIDE_RIGHT, 0);
preview->set_offset(SIDE_TOP, 0);
preview->set_offset(SIDE_BOTTOM, 10);
preview->connect("pressed", callable_mp(this, &Camera3DEditor::_pressed));
}
void Camera3DEditorPlugin::edit(Object *p_object) {
Node3DEditor::get_singleton()->set_can_preview(Object::cast_to<Camera3D>(p_object));
//camera_editor->edit(Object::cast_to<Node>(p_object));
}
bool Camera3DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Camera3D");
}
void Camera3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
//Node3DEditor::get_singleton()->set_can_preview(Object::cast_to<Camera3D>(p_object));
} else {
Node3DEditor::get_singleton()->set_can_preview(nullptr);
}
}
Camera3DEditorPlugin::Camera3DEditorPlugin(EditorNode *p_node) {
editor = p_node;
/* camera_editor = memnew( CameraEditor );
editor->get_main_control()->add_child(camera_editor);
camera_editor->set_anchor(SIDE_LEFT,Control::ANCHOR_END);
camera_editor->set_anchor(SIDE_RIGHT,Control::ANCHOR_END);
camera_editor->set_offset(SIDE_LEFT,60);
camera_editor->set_offset(SIDE_RIGHT,0);
camera_editor->set_offset(SIDE_TOP,0);
camera_editor->set_offset(SIDE_BOTTOM,10);
camera_editor->hide();
*/
}
Camera3DEditorPlugin::~Camera3DEditorPlugin() {
}