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