#ifndef SKELETON_2D_EDITOR_PLUGIN_H #define SKELETON_2D_EDITOR_PLUGIN_H /*************************************************************************/ /* skeleton_2d_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/2d/skeleton_2d.h" #include "scene/gui/spin_box.h" class Skeleton2DEditor : public Control { GDCLASS(Skeleton2DEditor, Control); enum Menu { MENU_OPTION_SET_REST, MENU_OPTION_MAKE_REST, }; Skeleton2D *node; MenuButton *options; AcceptDialog *err_dialog; void _menu_option(int p_option); //void _create_uv_lines(); friend class Skeleton2DEditorPlugin; protected: void _node_removed(Node *p_node); static void _bind_methods(); public: void edit(Skeleton2D *p_sprite); Skeleton2DEditor(); }; class Skeleton2DEditorPlugin : public EditorPlugin { GDCLASS(Skeleton2DEditorPlugin, EditorPlugin); Skeleton2DEditor *sprite_editor; EditorNode *editor; public: virtual String get_name() const { return "Skeleton2D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); Skeleton2DEditorPlugin(EditorNode *p_node); ~Skeleton2DEditorPlugin(); }; #endif // SKELETON_2D_EDITOR_PLUGIN_H