godot/modules/recast/navigation_mesh_editor_plugin.h
Rémi Verschelde 59c2c21b15 Move NavigationMeshEditorPlugin to Recast module as should be
Modules can register their own editor plugins (like GridMap does),
so no need to put module-specific classes in the `editor/` folder.

Also cleans up the previous SCons env pollution from the Recast
module, integrating its code into libmodules as other modules.
2018-05-30 22:10:11 +02:00

84 lines
3.4 KiB
C++

/*************************************************************************/
/* navigation_mesh_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#ifndef NAVIGATION_MESH_GENERATOR_PLUGIN_H
#define NAVIGATION_MESH_GENERATOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "navigation_mesh_generator.h"
class NavigationMeshEditor : public Control {
friend class NavigationMeshEditorPlugin;
GDCLASS(NavigationMeshEditor, Control);
AcceptDialog *err_dialog;
HBoxContainer *bake_hbox;
Button *button_bake;
Button *button_reset;
Label *bake_info;
NavigationMeshInstance *node;
void _bake_pressed();
void _clear_pressed();
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
void _notification(int p_option);
public:
void edit(NavigationMeshInstance *p_nav_mesh_instance);
NavigationMeshEditor();
~NavigationMeshEditor();
};
class NavigationMeshEditorPlugin : public EditorPlugin {
GDCLASS(NavigationMeshEditorPlugin, EditorPlugin);
NavigationMeshEditor *navigation_mesh_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "NavigationMesh"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
NavigationMeshEditorPlugin(EditorNode *p_node);
~NavigationMeshEditorPlugin();
};
#endif // NAVIGATION_MESH_GENERATOR_PLUGIN_H