godot/editor/plugins/skeleton_ik_3d_editor_plugin.cpp
reduz 6631f66c2a Optimize StringName usage
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.

This is part of ongoing work to optimize GUI and the editor.
2021-07-18 21:20:02 -03:00

96 lines
3.6 KiB
C++

/*************************************************************************/
/* skeleton_ik_3d_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 "skeleton_ik_3d_editor_plugin.h"
#include "scene/3d/skeleton_ik_3d.h"
void SkeletonIK3DEditorPlugin::_play() {
if (!skeleton_ik) {
return;
}
if (!skeleton_ik->get_parent_skeleton()) {
return;
}
if (play_btn->is_pressed()) {
skeleton_ik->start();
} else {
skeleton_ik->stop();
skeleton_ik->get_parent_skeleton()->clear_bones_global_pose_override();
}
}
void SkeletonIK3DEditorPlugin::edit(Object *p_object) {
if (p_object != skeleton_ik) {
if (skeleton_ik) {
play_btn->set_pressed(false);
_play();
}
}
SkeletonIK3D *s = Object::cast_to<SkeletonIK3D>(p_object);
if (!s) {
return;
}
skeleton_ik = s;
}
bool SkeletonIK3DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("SkeletonIK3D");
}
void SkeletonIK3DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
play_btn->show();
} else {
play_btn->hide();
}
}
void SkeletonIK3DEditorPlugin::_bind_methods() {
}
SkeletonIK3DEditorPlugin::SkeletonIK3DEditorPlugin(EditorNode *p_node) {
editor = p_node;
play_btn = memnew(Button);
play_btn->set_icon(editor->get_gui_base()->get_theme_icon(SNAME("Play"), SNAME("EditorIcons")));
play_btn->set_text(TTR("Play IK"));
play_btn->set_toggle_mode(true);
play_btn->hide();
play_btn->connect("pressed", callable_mp(this, &SkeletonIK3DEditorPlugin::_play));
add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, play_btn);
skeleton_ik = nullptr;
}
SkeletonIK3DEditorPlugin::~SkeletonIK3DEditorPlugin() {}