virtualx-engine/modules/navigation/editor/navigation_mesh_editor_plugin.h
Yuri Sizov 4154039832 Improve includes of EditorNode (and everything else)
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
2023-04-07 18:59:49 +02:00

90 lines
3.6 KiB
C++

/**************************************************************************/
/* navigation_mesh_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#ifndef NAVIGATION_MESH_EDITOR_PLUGIN_H
#define NAVIGATION_MESH_EDITOR_PLUGIN_H
#ifdef TOOLS_ENABLED
#include "editor/editor_plugin.h"
class AcceptDialog;
class Button;
class HBoxContainer;
class Label;
class NavigationRegion3D;
class NavigationMeshEditor : public Control {
friend class NavigationMeshEditorPlugin;
GDCLASS(NavigationMeshEditor, Control);
AcceptDialog *err_dialog = nullptr;
HBoxContainer *bake_hbox = nullptr;
Button *button_bake = nullptr;
Button *button_reset = nullptr;
Label *bake_info = nullptr;
NavigationRegion3D *node = nullptr;
void _bake_pressed();
void _clear_pressed();
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
void _notification(int p_what);
public:
void edit(NavigationRegion3D *p_nav_region);
NavigationMeshEditor();
~NavigationMeshEditor();
};
class NavigationMeshEditorPlugin : public EditorPlugin {
GDCLASS(NavigationMeshEditorPlugin, EditorPlugin);
NavigationMeshEditor *navigation_mesh_editor = nullptr;
public:
virtual String get_name() const override { return "NavigationMesh"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
NavigationMeshEditorPlugin();
~NavigationMeshEditorPlugin();
};
#endif // TOOLS_ENABLED
#endif // NAVIGATION_MESH_EDITOR_PLUGIN_H