terrain-editor/modules/terrain_editor/layer_editor.cpp

52 lines
1.6 KiB
C++

#include "layer_editor.h"
#include "scene/resources/packed_scene.h"
void LayerEditor::_bind_methods() {
String hint_string{ vformat("StringName;%s/%s:PackedScene", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE) };
BIND_HPROPERTY(Variant::DICTIONARY, inspectors, PROPERTY_HINT_DICTIONARY_TYPE, hint_string);
BIND_HPROPERTY(Variant::OBJECT, terrain, PROPERTY_HINT_NODE_TYPE, "TerrainMeshEditor");
}
void LayerEditor::deselect_current() {
if (this->current_inspector) {
this->current_inspector->queue_free();
}
this->current_inspector = nullptr;
}
void LayerEditor::select(Ref<TerrainPrimitive> primitive) {
deselect_current();
if (primitive.is_valid() && this->inspectors.has(primitive->get_class())) {
this->current_inspector = this->inspectors.get(primitive->get_class())->instantiate();
add_child(this->current_inspector);
}
}
void LayerEditor::set_inspectors(Dictionary dict) {
this->inspectors.clear();
for (KeyValue<Variant, Variant> kvp : dict) {
StringName name{ kvp.key };
Ref<PackedScene> value{ kvp.value };
this->inspectors.insert(name, value);
}
}
Dictionary LayerEditor::get_inspectors() const {
Dictionary r;
for (KeyValue<StringName, Ref<PackedScene>> const &kvp : this->inspectors) {
r[kvp.key] = kvp.value;
}
return r;
}
void LayerEditor::set_terrain(TerrainMeshEditor *editor) {
this->terrain = editor;
if (editor && !Engine::get_singleton()->is_editor_hint()) {
editor->connect(TerrainMeshEditor::sig_selection_changed, callable_mp(this, &self_type::select));
}
}
TerrainMeshEditor *LayerEditor::get_terrain() const {
return this->terrain;
}