godot/tools/editor/io_plugins/editor_mesh_import_plugin.h
Juan Linietsky 8be2fabbe5 Changed import workflow
-Rearrange favorites in fs dock with drag and drop
-Removed import -> sub-scene, moved to scenetree contextual menu
-Removed import -> re-import , moved and integrated to FS dock
-Added ability in FS dock to re-import more than one resource
simultaneously
-Added ability to drag from native filesystem explorer to Godot, only
works on Windows though
-Removed scene reimport merge options, never worked well. Eventually
merging materials should be re-added
-Added ability to set custom root node type when importing scenes
-Re-Import is now automatic, can be configured back to manual in editor
settings
-Added resource previews in property list for many resource types
2016-05-27 14:19:11 -03:00

31 lines
754 B
C++

#ifndef EDITOR_MESH_IMPORT_PLUGIN_H
#define EDITOR_MESH_IMPORT_PLUGIN_H
#include "tools/editor/editor_import_export.h"
#include "scene/resources/font.h"
class EditorNode;
class EditorMeshImportDialog;
class EditorMeshImportPlugin : public EditorImportPlugin {
OBJ_TYPE(EditorMeshImportPlugin,EditorImportPlugin);
EditorMeshImportDialog *dialog;
public:
virtual String get_name() const;
virtual String get_visible_name() const;
virtual void import_dialog(const String& p_from="");
virtual Error import(const String& p_path, const Ref<ResourceImportMetadata>& p_from);
void import_from_drop(const Vector<String>& p_drop, const String &p_dest_path);
EditorMeshImportPlugin(EditorNode* p_editor);
};
#endif // EDITOR_MESH_IMPORT_PLUGIN_H