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ea7baa4fdb
This relaxes the naming restriction on fbx2gltf binaries, as people may be renaming them then wondering why they've disappeared from the dialog unless they select "All Files (*)" as a filter.
155 lines
5.9 KiB
C++
155 lines
5.9 KiB
C++
/**************************************************************************/
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/* fbx_importer_manager.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "fbx_importer_manager.h"
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#include "editor/editor_scale.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/link_button.h"
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void FBXImporterManager::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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connect("confirmed", callable_mp(this, &FBXImporterManager::_path_confirmed));
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} break;
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}
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}
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void FBXImporterManager::show_dialog(bool p_exclusive) {
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String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx/fbx2gltf_path");
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fbx_path->set_text(fbx2gltf_path);
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_validate_path(fbx2gltf_path);
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set_flag(Window::FLAG_BORDERLESS, p_exclusive); // Avoid closing accidentally .
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set_close_on_escape(!p_exclusive);
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popup_centered();
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}
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void FBXImporterManager::_validate_path(const String &p_path) {
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String error;
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bool success = false;
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if (p_path == "") {
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error = TTR("Path to FBX2glTF executable is empty.");
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} else if (!FileAccess::exists(p_path)) {
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error = TTR("Path to FBX2glTF executable is invalid.");
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} else {
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List<String> args;
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args.push_back("--version");
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int exitcode;
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Error err = OS::get_singleton()->execute(p_path, args, nullptr, &exitcode);
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if (err == OK && exitcode == 0) {
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success = true;
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} else {
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error = TTR("Error executing this file (wrong version or architecture).");
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}
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}
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if (success) {
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path_status->set_text(TTR("FBX2glTF executable is valid."));
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path_status->add_theme_color_override("font_color", path_status->get_theme_color(SNAME("success_color"), SNAME("Editor")));
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get_ok_button()->set_disabled(false);
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} else {
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path_status->set_text(error);
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path_status->add_theme_color_override("font_color", path_status->get_theme_color(SNAME("error_color"), SNAME("Editor")));
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get_ok_button()->set_disabled(true);
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}
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}
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void FBXImporterManager::_select_file(const String &p_path) {
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fbx_path->set_text(p_path);
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_validate_path(p_path);
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}
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void FBXImporterManager::_path_confirmed() {
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String path = fbx_path->get_text();
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EditorSettings::get_singleton()->set("filesystem/import/fbx/fbx2gltf_path", path);
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EditorSettings::get_singleton()->save();
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}
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void FBXImporterManager::_browse_install() {
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if (fbx_path->get_text() != String()) {
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browse_dialog->set_current_file(fbx_path->get_text());
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}
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browse_dialog->popup_centered_ratio();
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}
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FBXImporterManager *FBXImporterManager::singleton = nullptr;
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FBXImporterManager::FBXImporterManager() {
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singleton = this;
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set_title(TTR("Configure FBX Importer"));
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VBoxContainer *vb = memnew(VBoxContainer);
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vb->add_child(memnew(Label(TTR("FBX2glTF is required for importing FBX files.\nPlease download it and provide a valid path to the binary:"))));
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LinkButton *lb = memnew(LinkButton);
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lb->set_text(TTR("Click this link to download FBX2glTF"));
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lb->set_uri("https://godotengine.org/fbx-import");
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vb->add_child(lb);
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HBoxContainer *hb = memnew(HBoxContainer);
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fbx_path = memnew(LineEdit);
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fbx_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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hb->add_child(fbx_path);
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fbx_path_browse = memnew(Button);
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hb->add_child(fbx_path_browse);
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fbx_path_browse->set_text(TTR("Browse"));
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fbx_path_browse->connect("pressed", callable_mp(this, &FBXImporterManager::_browse_install));
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hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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hb->set_custom_minimum_size(Size2(400 * EDSCALE, 0));
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vb->add_child(hb);
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path_status = memnew(Label);
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vb->add_child(path_status);
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add_child(vb);
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fbx_path->connect("text_changed", callable_mp(this, &FBXImporterManager::_validate_path));
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get_ok_button()->set_text(TTR("Confirm Path"));
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browse_dialog = memnew(EditorFileDialog);
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browse_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
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browse_dialog->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
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#ifdef WINDOWS_ENABLED
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browse_dialog->add_filter("*.exe");
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#endif
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browse_dialog->connect("file_selected", callable_mp(this, &FBXImporterManager::_select_file));
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add_child(browse_dialog);
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}
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