feat: implemented basic primitive tree display

This commit is contained in:
Sara Gerretsen 2025-12-07 21:21:17 +01:00
parent 2380819e43
commit 81a4f2c83c
4 changed files with 127 additions and 44 deletions

View file

@ -0,0 +1,86 @@
#include "primitive_layer_list.h"
#include "core/object/object.h"
#include "scene/gui/tree.h"
#include "terrain_editor/macros.h"
#include "terrain_editor/terrain_primitive.h"
void PrimitiveLayerList::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, terrain, PROPERTY_HINT_NODE_TYPE, "TerrainMeshGenerator");
}
void PrimitiveLayerList::generate_subtree(size_t idx, Ref<TerrainPrimitive> prim, TreeItem *parent) {
TreeItem *base{ create_item(get_root()) };
base->set_text(0, vformat("%d", idx));
base->set_expand_right(0, false);
base->set_editable(0, true);
base->set_text(1, prim->get_name().is_empty() ? prim->get_class() : prim->get_name());
base->set_editable(1, true);
base->set_expand_right(1, true);
this->subtrees.insert(prim, base);
}
void PrimitiveLayerList::regenerate_tree(Array array) {
get_root()->clear_children();
this->subtrees.clear();
size_t i{ 0 };
for (Variant var : array) {
Ref<TerrainPrimitive> prim{ var };
if (prim.is_valid()) {
generate_subtree(i, prim, get_root());
++i;
}
}
}
void PrimitiveLayerList::switch_index(size_t from, size_t to) {
Array primitives = this->terrain->get_primitives();
Ref<TerrainPrimitive> primitive{ primitives.get(from) };
primitives.remove_at(from);
if (primitives.size() <= to) {
primitives.push_back(primitive);
} else {
primitives.insert(to, primitive);
}
this->terrain->set_primitives(primitives);
}
void PrimitiveLayerList::item_edited() {
TreeItem *edited{ get_edited() };
switch (get_edited_column()) {
default:
return;
case 0: // index
switch_index(edited->get_index(), edited->get_text(0).to_int());
return;
case 1: // name
return;
}
}
void PrimitiveLayerList::_notification(int what) {
if (Engine::get_singleton()->is_editor_hint()) {
return;
}
switch (what) {
default:
return;
case NOTIFICATION_READY:
connect("item_edited", callable_mp(this, &self_type::item_edited));
create_item();
set_hide_root(true);
if (this->terrain) {
this->terrain->connect(TerrainMeshGenerator::sig_primitive_list_changed, callable_mp(this, &self_type::regenerate_tree));
regenerate_tree(this->terrain->get_primitives());
}
return;
}
}
void PrimitiveLayerList::set_terrain(TerrainMeshGenerator *terrain) {
this->terrain = terrain;
}
TerrainMeshGenerator *PrimitiveLayerList::get_terrain() const {
return this->terrain;
}

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@ -0,0 +1,26 @@
#pragma once
#include "core/templates/hash_map.h"
#include "scene/gui/tree.h"
#include "terrain_editor/terrain_mesh_generator.h"
#include "terrain_editor/terrain_primitive.h"
class PrimitiveLayerList : public Tree {
GDCLASS(PrimitiveLayerList, Tree);
static void _bind_methods();
void generate_subtree(size_t idx, Ref<TerrainPrimitive> prim, TreeItem *parent);
void regenerate_tree(Array array);
void switch_index(size_t from, size_t to);
void item_edited();
protected:
void _notification(int what);
public:
void set_terrain(TerrainMeshGenerator *generator);
TerrainMeshGenerator *get_terrain() const;
private:
TerrainMeshGenerator *terrain{};
HashMap<Ref<TerrainPrimitive>, TreeItem *> subtrees{};
};

View file

@ -5,6 +5,7 @@
#include "scene/main/scene_tree.h"
#include "terrain_editor/edit_history.h"
#include "terrain_editor/point_primitive_node.h"
#include "terrain_editor/primitive_layer_list.h"
#include "terrain_editor/terrain_chunk.h"
#include "terrain_editor/terrain_mesh_editor.h"
#include "terrain_editor/terrain_mesh_generator.h"
@ -26,6 +27,7 @@ void initialize_terrain_editor_module(ModuleInitializationLevel p_level) {
ClassDB::register_class<TerrainChunk>();
ClassDB::register_class<EditHistory>();
Engine::get_singleton()->add_singleton(Engine::Singleton("EditHistory", (EditHistory::singleton_instance = memnew(EditHistory)), "EditHistory"));
ClassDB::register_class<PrimitiveLayerList>();
}
void uninitialize_terrain_editor_module(ModuleInitializationLevel p_level) {