Merge pull request #51152 from lawnjelly/portals_improve_ui

This commit is contained in:
Rémi Verschelde
2021-08-02 14:40:18 +02:00
committed by GitHub
12 changed files with 162 additions and 33 deletions

View File

@@ -43,6 +43,10 @@
#include "scene/3d/light.h"
#include "visibility_notifier.h"
#ifdef TOOLS_ENABLED
#include "editor/plugins/spatial_editor_plugin.h"
#endif
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_CSG_ENABLED
#include "modules/csg/csg_shape.h"
@@ -54,31 +58,55 @@
#include "core/math/convex_hull.h"
#endif
#ifdef TOOLS_ENABLED
RoomManager *RoomManager::active_room_manager = nullptr;
#endif
// This needs to be static because it cannot easily be propagated to portals
// during load (as the RoomManager may be loaded before Portals enter the scene tree)
real_t RoomManager::_default_portal_margin = 1.0;
#ifdef TOOLS_ENABLED
RoomManager *RoomManager::active_room_manager = nullptr;
// static versions of functions for use from editor toolbars
void RoomManager::static_rooms_set_active(bool p_active) {
if (active_room_manager) {
active_room_manager->rooms_set_active(p_active);
active_room_manager->property_list_changed_notify();
}
}
bool RoomManager::static_rooms_get_active() {
if (active_room_manager) {
return active_room_manager->rooms_get_active();
}
return false;
}
bool RoomManager::static_rooms_get_active_and_loaded() {
if (active_room_manager) {
if (active_room_manager->rooms_get_active()) {
Ref<World> world = active_room_manager->get_world();
RID scenario = world->get_scenario();
return active_room_manager->rooms_get_active() && VisualServer::get_singleton()->rooms_is_loaded(scenario);
}
}
return false;
}
void RoomManager::static_rooms_convert() {
if (active_room_manager) {
return active_room_manager->rooms_convert();
}
}
#endif
RoomManager::RoomManager() {
// some high value, we want room manager to be processed after other
// nodes because the camera should be moved first
set_process_priority(10000);
#ifdef TOOLS_ENABLED
// note this mechanism may fail to work correctly if the user creates two room managers,
// but should not create major problems as it is just used to auto update when portals etc
// are changed in the editor, and there is a check for nullptr.
active_room_manager = this;
#endif
}
RoomManager::~RoomManager() {
#ifdef TOOLS_ENABLED
active_room_manager = nullptr;
#endif
}
String RoomManager::get_configuration_warning() const {
@@ -173,12 +201,33 @@ void RoomManager::_notification(int p_what) {
case NOTIFICATION_ENTER_TREE: {
if (Engine::get_singleton()->is_editor_hint()) {
set_process_internal(_godot_preview_camera_ID != (ObjectID)-1);
#ifdef TOOLS_ENABLED
// note this mechanism may fail to work correctly if the user creates two room managers,
// but should not create major problems as it is just used to auto update when portals etc
// are changed in the editor, and there is a check for nullptr.
active_room_manager = this;
SpatialEditor *spatial_editor = SpatialEditor::get_singleton();
if (spatial_editor) {
spatial_editor->update_portal_tools();
}
#endif
} else {
if (_settings_gameplay_monitor_enabled) {
set_process_internal(true);
}
}
} break;
case NOTIFICATION_EXIT_TREE: {
#ifdef TOOLS_ENABLED
active_room_manager = nullptr;
if (Engine::get_singleton()->is_editor_hint()) {
SpatialEditor *spatial_editor = SpatialEditor::get_singleton();
if (spatial_editor) {
spatial_editor->update_portal_tools();
}
}
#endif
} break;
case NOTIFICATION_INTERNAL_PROCESS: {
// can't call visual server if not inside world
if (!is_inside_world()) {
@@ -459,6 +508,10 @@ void RoomManager::rooms_set_active(bool p_active) {
if (is_inside_world() && get_world().is_valid()) {
VisualServer::get_singleton()->rooms_set_active(get_world()->get_scenario(), p_active);
_active = p_active;
#ifdef TOOLS_ENABLED
SpatialEditor::get_singleton()->update_portal_tools();
#endif
}
}