#ifndef SPRITE_FRAMES_EDITOR_PLUGIN_H #define SPRITE_FRAMES_EDITOR_PLUGIN_H /*************************************************************************/ /* sprite_frames_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_plugin.h" #include "scene/gui/split_container.h" #include "core/math/vector2.h" #include "core/object/object.h" #include "core/containers/pool_vector.h" #include "core/object/reference.h" #include "core/containers/set.h" #include "core/string/string_name.h" #include "core/string/ustring.h" #include "core/variant/variant.h" class AcceptDialog; class Button; class CheckButton; class ConfirmationDialog; class Control; class EditorFileDialog; class EditorNode; class InputEvent; class ItemList; class ScrollContainer; class SpinBox; class SpriteFrames; class TextureRect; class ToolButton; class Tree; class UndoRedo; class LineEdit; class SpriteFramesEditor : public HSplitContainer { GDCLASS(SpriteFramesEditor, HSplitContainer); enum { PARAM_USE_CURRENT, // Used in callbacks to indicate `dominant_param` should be not updated. PARAM_FRAME_COUNT, // Keep "Horizontal" & "Vertical" values. PARAM_SIZE, // Keep "Size" values. }; int dominant_param = PARAM_FRAME_COUNT; ToolButton *load; ToolButton *load_sheet; ToolButton *_delete; ToolButton *copy; ToolButton *paste; ToolButton *empty; ToolButton *empty2; ToolButton *move_up; ToolButton *move_down; ToolButton *zoom_out; ToolButton *zoom_reset; ToolButton *zoom_in; ItemList *tree; bool loading_scene; int sel; ToolButton *new_anim; ToolButton *remove_anim; LineEdit *anim_search_box; Tree *animations; SpinBox *anim_speed; CheckButton *anim_loop; EditorFileDialog *file; AcceptDialog *dialog; SpriteFrames *frames; StringName edited_anim; ConfirmationDialog *delete_dialog; ConfirmationDialog *split_sheet_dialog; ScrollContainer *split_sheet_scroll; TextureRect *split_sheet_preview; SpinBox *split_sheet_h; SpinBox *split_sheet_v; SpinBox *split_sheet_size_x; SpinBox *split_sheet_size_y; SpinBox *split_sheet_sep_x; SpinBox *split_sheet_sep_y; SpinBox *split_sheet_offset_x; SpinBox *split_sheet_offset_y; ToolButton *split_sheet_zoom_out; ToolButton *split_sheet_zoom_reset; ToolButton *split_sheet_zoom_in; EditorFileDialog *file_split_sheet; Set frames_selected; Set frames_toggled_by_mouse_hover; int last_frame_selected; float scale_ratio; int thumbnail_default_size; float thumbnail_zoom; float max_thumbnail_zoom; float min_thumbnail_zoom; float sheet_zoom; float max_sheet_zoom; float min_sheet_zoom; Size2i _get_frame_count() const; Size2i _get_frame_size() const; Size2i _get_offset() const; Size2i _get_separation() const; void _load_pressed(); void _file_load_request(const PoolVector &p_path, int p_at_pos = -1); void _copy_pressed(); void _paste_pressed(); void _empty_pressed(); void _empty2_pressed(); void _delete_pressed(); void _up_pressed(); void _down_pressed(); void _update_library(bool p_skip_selector = false); void _animation_select(); void _animation_name_edited(); void _animation_add(); void _animation_remove(); void _animation_remove_confirmed(); void _animation_search_text_changed(const String &p_text); void _animation_loop_changed(); void _animation_fps_changed(double p_value); void _tree_input(const Ref &p_event); void _zoom_in(); void _zoom_out(); void _zoom_reset(); bool updating; bool updating_split_settings; // Skip SpinBox/Range callback when setting value by code. UndoRedo *undo_redo; Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _open_sprite_sheet(); void _prepare_sprite_sheet(const String &p_file); int _sheet_preview_position_to_frame_index(const Vector2 &p_position); void _sheet_preview_draw(); void _sheet_spin_changed(double p_value, int p_dominant_param); void _sheet_preview_input(const Ref &p_event); void _sheet_scroll_input(const Ref &p_event); void _sheet_add_frames(); void _sheet_zoom_in(); void _sheet_zoom_out(); void _sheet_zoom_reset(); void _sheet_select_clear_all_frames(); protected: void _notification(int p_what); void _gui_input(Ref p_event); static void _bind_methods(); public: void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void edit(SpriteFrames *p_frames); SpriteFramesEditor(); }; class SpriteFramesEditorPlugin : public EditorPlugin { GDCLASS(SpriteFramesEditorPlugin, EditorPlugin); SpriteFramesEditor *frames_editor; EditorNode *editor; Button *button; public: virtual String get_name() const { return "SpriteFrames"; } 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); SpriteFramesEditorPlugin(EditorNode *p_node); ~SpriteFramesEditorPlugin(); }; #endif // SPRITE_FRAMES_EDITOR_PLUGIN_H