#ifndef SPRITE_EDITOR_PLUGIN_H #define SPRITE_EDITOR_PLUGIN_H /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "scene/main/control.h" #include "editor/editor_plugin.h" #include "core/math/vector2.h" #include "core/object/object.h" #include "core/string/ustring.h" #include "core/containers/vector.h" class AcceptDialog; class Button; class ConfirmationDialog; class EditorNode; class MenuButton; class Node; class SpinBox; class Sprite; 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 uv_lines; Vector> outline_lines; Vector> computed_outline_lines; Vector computed_vertices; Vector computed_uv; Vector 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