godot/modules/noise/editor/noise_editor_plugin.cpp
2024-05-14 15:51:28 +02:00

153 lines
5.4 KiB
C++

/**************************************************************************/
/* noise_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "noise_editor_plugin.h"
#ifdef TOOLS_ENABLED
#include "../noise.h"
#include "../noise_texture_2d.h"
#include "editor/editor_inspector.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/button.h"
#include "scene/gui/texture_rect.h"
class NoisePreview : public Control {
GDCLASS(NoisePreview, Control)
static const int PREVIEW_HEIGHT = 150;
static const int PADDING_3D_SPACE_SWITCH = 2;
Ref<Noise> _noise;
Size2i _preview_texture_size;
TextureRect *_texture_rect = nullptr;
Button *_3d_space_switch = nullptr;
public:
NoisePreview() {
set_custom_minimum_size(Size2(0, EDSCALE * PREVIEW_HEIGHT));
_texture_rect = memnew(TextureRect);
_texture_rect->set_anchors_and_offsets_preset(Control::PRESET_FULL_RECT);
_texture_rect->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_COVERED);
add_child(_texture_rect);
_3d_space_switch = memnew(Button);
_3d_space_switch->set_text(TTR("3D"));
_3d_space_switch->set_tooltip_text(TTR("Toggles whether the noise preview is computed in 3D space."));
_3d_space_switch->set_toggle_mode(true);
_3d_space_switch->set_offset(SIDE_LEFT, PADDING_3D_SPACE_SWITCH);
_3d_space_switch->set_offset(SIDE_TOP, PADDING_3D_SPACE_SWITCH);
_3d_space_switch->connect(SceneStringName(pressed), callable_mp(this, &NoisePreview::_on_3d_button_pressed));
add_child(_3d_space_switch);
}
void set_noise(Ref<Noise> noise) {
if (_noise == noise) {
return;
}
_noise = noise;
if (_noise.is_valid()) {
if (_noise->has_meta("_preview_in_3d_space_")) {
_3d_space_switch->set_pressed(true);
}
update_preview();
}
}
private:
void _on_3d_button_pressed() {
if (_3d_space_switch->is_pressed()) {
_noise->set_meta("_preview_in_3d_space_", true);
} else {
_noise->remove_meta("_preview_in_3d_space_");
}
}
void _notification(int p_what) {
switch (p_what) {
case NOTIFICATION_RESIZED: {
_preview_texture_size = get_size();
update_preview();
} break;
}
}
void update_preview() {
if (MIN(_preview_texture_size.width, _preview_texture_size.height) > 0) {
Ref<NoiseTexture2D> tex;
tex.instantiate();
tex->set_width(_preview_texture_size.width);
tex->set_height(_preview_texture_size.height);
tex->set_in_3d_space(_3d_space_switch->is_pressed());
tex->set_noise(_noise);
_texture_rect->set_texture(tex);
}
}
};
/////////////////////////////////////////////////////////////////////////////////
class NoiseEditorInspectorPlugin : public EditorInspectorPlugin {
GDCLASS(NoiseEditorInspectorPlugin, EditorInspectorPlugin)
public:
bool can_handle(Object *p_object) override {
return Object::cast_to<Noise>(p_object) != nullptr;
}
void parse_begin(Object *p_object) override {
Noise *noise_ptr = Object::cast_to<Noise>(p_object);
if (noise_ptr) {
Ref<Noise> noise(noise_ptr);
NoisePreview *viewer = memnew(NoisePreview);
viewer->set_noise(noise);
add_custom_control(viewer);
}
}
};
/////////////////////////////////////////////////////////////////////////////////
String NoiseEditorPlugin::get_name() const {
return Noise::get_class_static();
}
NoiseEditorPlugin::NoiseEditorPlugin() {
Ref<NoiseEditorInspectorPlugin> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}
#endif // TOOLS_ENABLED