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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
117 lines
4.5 KiB
C++
117 lines
4.5 KiB
C++
/*************************************************************************/
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/* camera_3d_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "camera_3d_editor_plugin.h"
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#include "node_3d_editor_plugin.h"
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void Camera3DEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = nullptr;
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Node3DEditor::get_singleton()->set_custom_camera(nullptr);
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hide();
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}
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}
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void Camera3DEditor::_pressed() {
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Node *sn = (node && preview->is_pressed()) ? node : nullptr;
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Node3DEditor::get_singleton()->set_custom_camera(sn);
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}
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void Camera3DEditor::_bind_methods() {
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}
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void Camera3DEditor::edit(Node *p_camera) {
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node = p_camera;
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if (!node) {
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preview->set_pressed(false);
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Node3DEditor::get_singleton()->set_custom_camera(nullptr);
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} else {
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if (preview->is_pressed()) {
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Node3DEditor::get_singleton()->set_custom_camera(p_camera);
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} else {
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Node3DEditor::get_singleton()->set_custom_camera(nullptr);
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}
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}
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}
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Camera3DEditor::Camera3DEditor() {
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preview = memnew(Button);
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add_child(preview);
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preview->set_text(TTR("Preview"));
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preview->set_toggle_mode(true);
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preview->set_anchor(SIDE_LEFT, Control::ANCHOR_END);
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preview->set_anchor(SIDE_RIGHT, Control::ANCHOR_END);
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preview->set_offset(SIDE_LEFT, -60);
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preview->set_offset(SIDE_RIGHT, 0);
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preview->set_offset(SIDE_TOP, 0);
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preview->set_offset(SIDE_BOTTOM, 10);
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preview->connect("pressed", callable_mp(this, &Camera3DEditor::_pressed));
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}
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void Camera3DEditorPlugin::edit(Object *p_object) {
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Node3DEditor::get_singleton()->set_can_preview(Object::cast_to<Camera3D>(p_object));
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//camera_editor->edit(Object::cast_to<Node>(p_object));
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}
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bool Camera3DEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Camera3D");
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}
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void Camera3DEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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//Node3DEditor::get_singleton()->set_can_preview(Object::cast_to<Camera3D>(p_object));
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} else {
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Node3DEditor::get_singleton()->set_can_preview(nullptr);
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}
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}
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Camera3DEditorPlugin::Camera3DEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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/* camera_editor = memnew( CameraEditor );
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editor->get_main_control()->add_child(camera_editor);
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camera_editor->set_anchor(SIDE_LEFT,Control::ANCHOR_END);
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camera_editor->set_anchor(SIDE_RIGHT,Control::ANCHOR_END);
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camera_editor->set_offset(SIDE_LEFT,60);
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camera_editor->set_offset(SIDE_RIGHT,0);
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camera_editor->set_offset(SIDE_TOP,0);
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camera_editor->set_offset(SIDE_BOTTOM,10);
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camera_editor->hide();
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*/
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}
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Camera3DEditorPlugin::~Camera3DEditorPlugin() {
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}
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