godot/editor/plugins/physical_bone_plugin.cpp
Hugo Locurcio 35a0162167
Improve wording of various messages and make casing more consistent
This also adds the number of selected projects to the confirmation
dialog that appears before removing projects.
2019-04-21 14:37:14 +02:00

114 lines
4.4 KiB
C++

/*************************************************************************/
/* physical_bone_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "physical_bone_plugin.h"
#include "editor/plugins/spatial_editor_plugin.h"
#include "scene/3d/physics_body.h"
void PhysicalBoneEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_on_toggle_button_transform_joint", "is_pressed"), &PhysicalBoneEditor::_on_toggle_button_transform_joint);
}
void PhysicalBoneEditor::_on_toggle_button_transform_joint(bool p_is_pressed) {
_set_move_joint();
}
void PhysicalBoneEditor::_set_move_joint() {
if (selected) {
selected->_set_gizmo_move_joint(button_transform_joint->is_pressed());
}
}
PhysicalBoneEditor::PhysicalBoneEditor(EditorNode *p_editor) :
editor(p_editor),
selected(NULL) {
spatial_editor_hb = memnew(HBoxContainer);
spatial_editor_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
spatial_editor_hb->set_alignment(BoxContainer::ALIGN_BEGIN);
SpatialEditor::get_singleton()->add_control_to_menu_panel(spatial_editor_hb);
spatial_editor_hb->add_child(memnew(VSeparator));
button_transform_joint = memnew(ToolButton);
spatial_editor_hb->add_child(button_transform_joint);
button_transform_joint->set_text(TTR("Move Joint"));
button_transform_joint->set_icon(SpatialEditor::get_singleton()->get_icon("PhysicalBone", "EditorIcons"));
button_transform_joint->set_toggle_mode(true);
button_transform_joint->connect("toggled", this, "_on_toggle_button_transform_joint");
hide();
}
PhysicalBoneEditor::~PhysicalBoneEditor() {}
void PhysicalBoneEditor::set_selected(PhysicalBone *p_pb) {
button_transform_joint->set_pressed(false);
_set_move_joint();
selected = p_pb;
_set_move_joint();
}
void PhysicalBoneEditor::hide() {
spatial_editor_hb->hide();
}
void PhysicalBoneEditor::show() {
spatial_editor_hb->show();
}
PhysicalBonePlugin::PhysicalBonePlugin(EditorNode *p_editor) :
editor(p_editor),
selected(NULL),
physical_bone_editor(editor) {}
void PhysicalBonePlugin::make_visible(bool p_visible) {
if (p_visible) {
physical_bone_editor.show();
} else {
physical_bone_editor.hide();
physical_bone_editor.set_selected(NULL);
selected = NULL;
}
}
void PhysicalBonePlugin::edit(Object *p_node) {
selected = static_cast<PhysicalBone *>(p_node); // Trust it
ERR_FAIL_COND(!selected);
physical_bone_editor.set_selected(selected);
}