pandemonium_engine/editor/plugins/sprite_editor_plugin.h

116 lines
4.1 KiB
C++

/*************************************************************************/
/* sprite_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. */
/*************************************************************************/
#ifndef SPRITE_EDITOR_PLUGIN_H
#define SPRITE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/sprite.h"
#include "scene/gui/spin_box.h"
class SpriteEditor : public Control {
GDCLASS(SpriteEditor, Control);
enum Menu {
MENU_OPTION_CONVERT_TO_MESH_2D,
MENU_OPTION_CONVERT_TO_POLYGON_2D,
MENU_OPTION_CREATE_COLLISION_POLY_2D,
MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D
};
Menu selected_menu_item;
Sprite *node;
MenuButton *options;
ConfirmationDialog *outline_dialog;
AcceptDialog *err_dialog;
ConfirmationDialog *debug_uv_dialog;
Control *debug_uv;
Vector<Vector2> uv_lines;
Vector<Vector<Vector2>> outline_lines;
Vector<Vector<Vector2>> computed_outline_lines;
Vector<Vector2> computed_vertices;
Vector<Vector2> computed_uv;
Vector<int> computed_indices;
SpinBox *simplification;
SpinBox *grow_pixels;
SpinBox *shrink_pixels;
Button *update_preview;
void _menu_option(int p_option);
//void _create_uv_lines();
friend class SpriteEditorPlugin;
void _debug_uv_draw();
void _update_mesh_data();
void _create_node();
void _convert_to_mesh_2d_node();
void _convert_to_polygon_2d_node();
void _create_collision_polygon_2d_node();
void _create_light_occluder_2d_node();
void _add_as_sibling_or_child(Node *p_own_node, Node *p_new_node);
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(Sprite *p_sprite);
SpriteEditor();
};
class SpriteEditorPlugin : public EditorPlugin {
GDCLASS(SpriteEditorPlugin, EditorPlugin);
SpriteEditor *sprite_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Sprite"; }
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);
SpriteEditorPlugin(EditorNode *p_node);
~SpriteEditorPlugin();
};
#endif // SPRITE_EDITOR_PLUGIN_H