mirror of
https://github.com/Relintai/pandemonium_engine.git
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179 lines
5.9 KiB
C++
179 lines
5.9 KiB
C++
#ifndef SPRITE_FRAMES_EDITOR_PLUGIN_H
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#define SPRITE_FRAMES_EDITOR_PLUGIN_H
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/*************************************************************************/
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/* sprite_frames_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/animated_sprite.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tree.h"
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class SpriteFramesEditor : public HSplitContainer {
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GDCLASS(SpriteFramesEditor, HSplitContainer);
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ToolButton *load;
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ToolButton *load_sheet;
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ToolButton *_delete;
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ToolButton *copy;
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ToolButton *paste;
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ToolButton *empty;
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ToolButton *empty2;
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ToolButton *move_up;
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ToolButton *move_down;
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ToolButton *zoom_out;
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ToolButton *zoom_reset;
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ToolButton *zoom_in;
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ItemList *tree;
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bool loading_scene;
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int sel;
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ToolButton *new_anim;
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ToolButton *remove_anim;
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Tree *animations;
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SpinBox *anim_speed;
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CheckButton *anim_loop;
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EditorFileDialog *file;
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AcceptDialog *dialog;
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SpriteFrames *frames;
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StringName edited_anim;
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ConfirmationDialog *delete_dialog;
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ConfirmationDialog *split_sheet_dialog;
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ScrollContainer *split_sheet_scroll;
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TextureRect *split_sheet_preview;
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SpinBox *split_sheet_h;
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SpinBox *split_sheet_v;
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ToolButton *split_sheet_zoom_out;
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ToolButton *split_sheet_zoom_reset;
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ToolButton *split_sheet_zoom_in;
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EditorFileDialog *file_split_sheet;
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Set<int> frames_selected;
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Set<int> frames_toggled_by_mouse_hover;
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int last_frame_selected;
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float scale_ratio;
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int thumbnail_default_size;
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float thumbnail_zoom;
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float max_thumbnail_zoom;
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float min_thumbnail_zoom;
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float sheet_zoom;
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float max_sheet_zoom;
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float min_sheet_zoom;
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void _load_pressed();
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void _file_load_request(const PoolVector<String> &p_path, int p_at_pos = -1);
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void _copy_pressed();
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void _paste_pressed();
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void _empty_pressed();
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void _empty2_pressed();
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void _delete_pressed();
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void _up_pressed();
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void _down_pressed();
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void _update_library(bool p_skip_selector = false);
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void _animation_select();
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void _animation_name_edited();
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void _animation_add();
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void _animation_remove();
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void _animation_remove_confirmed();
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void _animation_loop_changed();
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void _animation_fps_changed(double p_value);
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void _tree_input(const Ref<InputEvent> &p_event);
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void _zoom_in();
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void _zoom_out();
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void _zoom_reset();
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bool updating;
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UndoRedo *undo_redo;
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _open_sprite_sheet();
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void _prepare_sprite_sheet(const String &p_file);
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int _sheet_preview_position_to_frame_index(const Vector2 &p_position);
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void _sheet_preview_draw();
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void _sheet_spin_changed(double);
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void _sheet_preview_input(const Ref<InputEvent> &p_event);
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void _sheet_scroll_input(const Ref<InputEvent> &p_event);
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void _sheet_add_frames();
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void _sheet_zoom_in();
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void _sheet_zoom_out();
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void _sheet_zoom_reset();
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void _sheet_select_clear_all_frames();
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protected:
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void _notification(int p_what);
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void _gui_input(Ref<InputEvent> p_event);
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static void _bind_methods();
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public:
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void edit(SpriteFrames *p_frames);
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SpriteFramesEditor();
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};
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class SpriteFramesEditorPlugin : public EditorPlugin {
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GDCLASS(SpriteFramesEditorPlugin, EditorPlugin);
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SpriteFramesEditor *frames_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "SpriteFrames"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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SpriteFramesEditorPlugin(EditorNode *p_node);
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~SpriteFramesEditorPlugin();
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};
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#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H
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