godot/tools/editor/plugins/path_editor_plugin.h
Juan Linietsky 6fc1c3a4d1 Completed the support for plugins! It is not possible to add plugins.
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
2016-02-27 23:12:27 -03:00

100 lines
3.8 KiB
C++

/*************************************************************************/
/* path_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 PATH_EDITOR_PLUGIN_H
#define PATH_EDITOR_PLUGIN_H
#include "tools/editor/spatial_editor_gizmos.h"
#include "scene/3d/path.h"
class PathSpatialGizmo : public EditorSpatialGizmo {
OBJ_TYPE(PathSpatialGizmo,EditorSpatialGizmo);
Path* path;
mutable Vector3 original;
public:
virtual String get_handle_name(int p_idx) const;
virtual Variant get_handle_value(int p_idx) const;
virtual void set_handle(int p_idx,Camera *p_camera, const Point2& p_point);
virtual void commit_handle(int p_idx,const Variant& p_restore,bool p_cancel=false);
void redraw();
PathSpatialGizmo(Path* p_path=NULL);
};
class PathEditorPlugin : public EditorPlugin {
OBJ_TYPE( PathEditorPlugin, EditorPlugin );
Separator *sep;
ToolButton *curve_create;
ToolButton *curve_edit;
ToolButton *curve_del;
ToolButton *curve_close;
EditorNode *editor;
Path *path;
void _mode_changed(int p_idx);
void _close_curve();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
Path *get_edited_path() { return path; }
static PathEditorPlugin* singleton;
Ref<FixedMaterial> path_material;
Ref<FixedMaterial> path_thin_material;
virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event);
// virtual bool forward_input_event(const InputEvent& p_event) { return collision_polygon_editor->forward_input_event(p_event); }
virtual Ref<SpatialEditorGizmo> create_spatial_gizmo(Spatial* p_spatial);
virtual String get_name() const { return "Path"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
PathEditorPlugin(EditorNode *p_node);
~PathEditorPlugin();
};
#endif // PATH_EDITOR_PLUGIN_H