/**************************************************************************/
/* packed_scene_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 "packed_scene_editor_plugin.h"
#include "editor/editor_node.h"
#include "scene/gui/button.h"
#include "scene/resources/packed_scene.h"
#include "scene/scene_string_names.h"
void PackedSceneEditor::_on_open_scene_pressed() {
// Using deferred call because changing scene updates the Inspector and thus destroys this plugin.
EditorNode::get_singleton()->call_deferred("open_request", packed_scene->get_path());
}
void PackedSceneEditor::_bind_methods() {
ClassDB::bind_method("_on_open_scene_pressed", &PackedSceneEditor::_on_open_scene_pressed);
}
void PackedSceneEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE:
case NOTIFICATION_THEME_CHANGED: {
open_scene_button->set_icon(get_icon("PackedScene", "EditorIcons"));
} break;
}
}
PackedSceneEditor::PackedSceneEditor(Ref<PackedScene> &p_packed_scene) {<--- Parameter 'p_packed_scene' can be declared with const
packed_scene = p_packed_scene;<--- Variable 'packed_scene' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'packed_scene' a value by passing the value to the constructor in the initialization list.
open_scene_button = memnew(Button(TTR("Open Scene")));
open_scene_button->connect("pressed", this, "_on_open_scene_pressed");
open_scene_button->set_disabled(!packed_scene->get_path().get_file().is_valid_filename());
add_child(open_scene_button);
add_child(memnew(Control)); // Add padding before the regular properties.
}
///////////////////////
bool EditorInspectorPluginPackedScene::can_handle(Object *p_object) {
return Object::cast_to<PackedScene>(p_object) != nullptr;
}
void EditorInspectorPluginPackedScene::parse_begin(Object *p_object) {
Ref<PackedScene> packed_scene(p_object);
PackedSceneEditor *editor = memnew(PackedSceneEditor(packed_scene));
add_custom_control(editor);
}
///////////////////////
PackedSceneEditorPlugin::PackedSceneEditorPlugin(EditorNode *p_editor) {
Ref<EditorInspectorPluginPackedScene> plugin;
plugin.instance();
add_inspector_plugin(plugin);
}