Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
93 lines
3.6 KiB
C++
93 lines
3.6 KiB
C++
/*************************************************************************/
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/* mesh_library_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 MESH_LIBRARY_EDITOR_PLUGIN_H
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#define MESH_LIBRARY_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "scene/resources/mesh_library.h"
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class MeshLibraryEditor : public Control {
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GDCLASS(MeshLibraryEditor, Control);
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Ref<MeshLibrary> mesh_library;
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EditorNode *editor;
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MenuButton *menu;
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ConfirmationDialog *cd;
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EditorFileDialog *file;
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int to_erase;
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enum {
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MENU_OPTION_ADD_ITEM,
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MENU_OPTION_REMOVE_ITEM,
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MENU_OPTION_UPDATE_FROM_SCENE,
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MENU_OPTION_IMPORT_FROM_SCENE
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};
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int option;
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void _import_scene_cbk(const String &p_str);
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void _menu_cbk(int p_option);
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void _menu_confirm();
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static void _import_scene(Node *p_scene, Ref<MeshLibrary> p_library, bool p_merge);
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protected:
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static void _bind_methods();
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public:
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MenuButton *get_menu_button() const { return menu; }
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void edit(const Ref<MeshLibrary> &p_mesh_library);
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static Error update_library_file(Node *p_base_scene, Ref<MeshLibrary> ml, bool p_merge = true);
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MeshLibraryEditor(EditorNode *p_editor);
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};
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class MeshLibraryEditorPlugin : public EditorPlugin {
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GDCLASS(MeshLibraryEditorPlugin, EditorPlugin);
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MeshLibraryEditor *mesh_library_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "MeshLibrary"; }
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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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MeshLibraryEditorPlugin(EditorNode *p_node);
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};
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#endif // MESH_LIBRARY_EDITOR_PLUGIN_H
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