godot/editor/plugins/tool_button_editor_plugin.cpp

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/**************************************************************************/
/* tool_button_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 "tool_button_editor_plugin.h"
#include "scene/gui/button.h"
void EditorInspectorToolButtonPlugin::_update_action_icon(Button *p_action_button, const String &p_action_icon) {
p_action_button->set_button_icon(p_action_button->get_editor_theme_icon(p_action_icon));
}
void EditorInspectorToolButtonPlugin::_call_action(const Variant &p_object, const StringName &p_property) {
Object *object = p_object.get_validated_object();
ERR_FAIL_NULL_MSG(object, vformat(R"(Failed to get property "%s" on a previously freed instance.)", p_property));
const Variant value = object->get(p_property);
ERR_FAIL_COND_MSG(value.get_type() != Variant::CALLABLE, vformat(R"(The value of property "%s" is %s, but Callable was expected.)", p_property, Variant::get_type_name(value.get_type())));
const Callable callable = value;
ERR_FAIL_COND_MSG(!callable.is_valid(), vformat(R"(Tool button action "%s" is an invalid callable.)", callable));
Variant ret;
Callable::CallError ce;
callable.callp(nullptr, 0, ret, ce);
ERR_FAIL_COND_MSG(ce.error != Callable::CallError::CALL_OK, vformat(R"(Error calling tool button action "%s": %s)", callable, Variant::get_call_error_text(callable.get_method(), nullptr, 0, ce)));
}
bool EditorInspectorToolButtonPlugin::can_handle(Object *p_object) {
return true;
}
bool EditorInspectorToolButtonPlugin::parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) {
if (p_type != Variant::CALLABLE || p_hint != PROPERTY_HINT_TOOL_BUTTON || !p_usage.has_flag(PROPERTY_USAGE_EDITOR)) {
return false;
}
const PackedStringArray splits = p_hint_text.rsplit(",", true, 1);
const String &hint_text = splits[0]; // Safe since `splits` cannot be empty.
const String &hint_icon = splits.size() > 1 ? splits[1] : "Callable";
Button *action_button = EditorInspector::create_inspector_action_button(hint_text);
action_button->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED);
action_button->set_disabled(p_usage & PROPERTY_USAGE_READ_ONLY);
action_button->connect(SceneStringName(theme_changed), callable_mp(this, &EditorInspectorToolButtonPlugin::_update_action_icon).bind(action_button, hint_icon));
action_button->connect(SceneStringName(pressed), callable_mp(this, &EditorInspectorToolButtonPlugin::_call_action).bind(p_object, p_path));
add_custom_control(action_button);
return true;
}
ToolButtonEditorPlugin::ToolButtonEditorPlugin() {
Ref<EditorInspectorToolButtonPlugin> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}