godot/editor/plugins/room_manager_editor_plugin.h
lawnjelly 776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00

117 lines
4.1 KiB
C++

/*************************************************************************/
/* room_manager_editor_plugin.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef ROOM_MANAGER_EDITOR_PLUGIN_H
#define ROOM_MANAGER_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/portal.h"
#include "scene/3d/room.h"
#include "scene/3d/room_manager.h"
#include "scene/resources/material.h"
class RoomManagerEditorPlugin : public EditorPlugin {
GDCLASS(RoomManagerEditorPlugin, EditorPlugin);
RoomManager *_room_manager;
ToolButton *button_flip_portals;
EditorNode *editor;
void _flip_portals();
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "RoomManager"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
RoomManagerEditorPlugin(EditorNode *p_node);
~RoomManagerEditorPlugin();
};
///////////////////////
class RoomEditorPlugin : public EditorPlugin {
GDCLASS(RoomEditorPlugin, EditorPlugin);
Room *_room;
ToolButton *button_generate;
EditorNode *editor;
UndoRedo *undo_redo;
void _generate_points();
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "Room"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
RoomEditorPlugin(EditorNode *p_node);
~RoomEditorPlugin();
};
///////////////////////
class PortalEditorPlugin : public EditorPlugin {
GDCLASS(PortalEditorPlugin, EditorPlugin);
Portal *_portal;
ToolButton *button_flip;
EditorNode *editor;
void _flip_portal();
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "Portal"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
PortalEditorPlugin(EditorNode *p_node);
~PortalEditorPlugin();
};
#endif