packed_scene_editor_plugin.cpp 3.9 KB

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  1. /**************************************************************************/
  2. /* packed_scene_editor_plugin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "packed_scene_editor_plugin.h"
  31. #include "editor/editor_node.h"
  32. #include "scene/gui/button.h"
  33. #include "scene/resources/packed_scene.h"
  34. void PackedSceneEditor::_on_open_scene_pressed() {
  35. // Using deferred call because changing scene updates the Inspector and thus destroys this plugin.
  36. callable_mp(EditorNode::get_singleton(), &EditorNode::load_scene).call_deferred(packed_scene->get_path(), false, false, false, false);
  37. }
  38. void PackedSceneEditor::_notification(int p_what) {
  39. switch (p_what) {
  40. case NOTIFICATION_THEME_CHANGED: {
  41. open_scene_button->set_button_icon(get_editor_theme_icon(SNAME("PackedScene")));
  42. } break;
  43. }
  44. }
  45. PackedSceneEditor::PackedSceneEditor(Ref<PackedScene> &p_packed_scene) {
  46. packed_scene = p_packed_scene;
  47. open_scene_button = EditorInspector::create_inspector_action_button(TTR("Open Scene"));
  48. open_scene_button->connect(SceneStringName(pressed), callable_mp(this, &PackedSceneEditor::_on_open_scene_pressed));
  49. open_scene_button->set_disabled(!packed_scene->get_path().get_file().is_valid_filename());
  50. add_child(open_scene_button);
  51. add_child(memnew(Control)); // Add padding before the regular properties.
  52. }
  53. ///////////////////////
  54. bool EditorInspectorPluginPackedScene::can_handle(Object *p_object) {
  55. return Object::cast_to<PackedScene>(p_object) != nullptr;
  56. }
  57. void EditorInspectorPluginPackedScene::parse_begin(Object *p_object) {
  58. Ref<PackedScene> packed_scene(p_object);
  59. PackedSceneEditor *editor = memnew(PackedSceneEditor(packed_scene));
  60. add_custom_control(editor);
  61. }
  62. ///////////////////////
  63. PackedSceneEditorPlugin::PackedSceneEditorPlugin() {
  64. Ref<EditorInspectorPluginPackedScene> plugin;
  65. plugin.instantiate();
  66. add_inspector_plugin(plugin);
  67. }