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Add canWriteAssets method and signal to Entities API
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2 changed files with 13 additions and 0 deletions
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@ -35,6 +35,7 @@ EntityScriptingInterface::EntityScriptingInterface(bool bidOnSimulationOwnership
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connect(nodeList.data(), &NodeList::isAllowedEditorChanged, this, &EntityScriptingInterface::canAdjustLocksChanged);
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connect(nodeList.data(), &NodeList::canRezChanged, this, &EntityScriptingInterface::canRezChanged);
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connect(nodeList.data(), &NodeList::canRezTmpChanged, this, &EntityScriptingInterface::canRezTmpChanged);
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connect(nodeList.data(), &NodeList::canWriteAssetsChanged, this, &EntityScriptingInterface::canWriteAssetsChanged);
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}
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void EntityScriptingInterface::queueEntityMessage(PacketType packetType,
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@ -63,6 +64,11 @@ bool EntityScriptingInterface::canRezTmp() {
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return nodeList->getThisNodeCanRezTmp();
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}
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bool EntityScriptingInterface::canWriteAssets() {
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auto nodeList = DependencyManager::get<NodeList>();
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return nodeList->getThisNodeCanWriteAssets();
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}
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void EntityScriptingInterface::setEntityTree(EntityTreePointer elementTree) {
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if (_entityTree) {
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disconnect(_entityTree.get(), &EntityTree::addingEntity, this, &EntityScriptingInterface::addingEntity);
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@ -110,6 +110,12 @@ public slots:
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*/
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Q_INVOKABLE bool canRezTmp();
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/**jsdoc
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* @function Entities.canWriteAsseets
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* @return {bool} `true` if the DomainServer will allow this Node/Avatar to write to the asset server
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*/
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Q_INVOKABLE bool canWriteAssets();
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/**jsdoc
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* Add a new entity with the specified properties. If `clientOnly` is true, the entity will
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* not be sent to the server and will only be visible/accessible on the local client.
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@ -284,6 +290,7 @@ signals:
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void canAdjustLocksChanged(bool canAdjustLocks);
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void canRezChanged(bool canRez);
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void canRezTmpChanged(bool canRez);
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void canWriteAssetsChanged(bool canWriteAssets);
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void mousePressOnEntity(const EntityItemID& entityItemID, const PointerEvent& event);
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void mouseMoveOnEntity(const EntityItemID& entityItemID, const PointerEvent& event);
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