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49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
171 lines
5.4 KiB
C++
171 lines
5.4 KiB
C++
/*************************************************************************/
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/* texture_region_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef TEXTURE_REGION_EDITOR_PLUGIN_H
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#define TEXTURE_REGION_EDITOR_PLUGIN_H
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#include "canvas_item_editor_plugin.h"
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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/sprite.h"
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#include "scene/3d/sprite_3d.h"
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#include "scene/gui/nine_patch_rect.h"
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#include "scene/resources/style_box.h"
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#include "scene/resources/texture.h"
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/**
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@author Mariano Suligoy
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*/
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class TextureRegionEditor : public VBoxContainer {
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GDCLASS(TextureRegionEditor, VBoxContainer);
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enum SnapMode {
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SNAP_NONE,
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SNAP_PIXEL,
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SNAP_GRID,
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SNAP_AUTOSLICE
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};
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friend class TextureRegionEditorPlugin;
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OptionButton *snap_mode_button;
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ToolButton *zoom_in;
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ToolButton *zoom_reset;
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ToolButton *zoom_out;
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HBoxContainer *hb_grid; //For showing/hiding the grid controls when changing the SnapMode
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SpinBox *sb_step_y;
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SpinBox *sb_step_x;
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SpinBox *sb_off_y;
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SpinBox *sb_off_x;
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SpinBox *sb_sep_y;
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SpinBox *sb_sep_x;
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Panel *edit_draw;
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VScrollBar *vscroll;
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HScrollBar *hscroll;
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EditorNode *editor;
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UndoRedo *undo_redo;
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Vector2 draw_ofs;
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float draw_zoom;
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bool updating_scroll;
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int snap_mode;
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Vector2 snap_offset;
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Vector2 snap_step;
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Vector2 snap_separation;
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Sprite *node_sprite;
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Sprite3D *node_sprite_3d;
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NinePatchRect *node_ninepatch;
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Ref<StyleBoxTexture> obj_styleBox;
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Ref<AtlasTexture> atlas_tex;
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Rect2 rect;
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Rect2 rect_prev;
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float prev_margin;
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int edited_margin;
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Map<RID, List<Rect2> > cache_map;
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List<Rect2> autoslice_cache;
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bool autoslice_is_dirty;
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bool drag;
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bool creating;
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Vector2 drag_from;
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int drag_index;
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void _set_snap_mode(int p_mode);
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void _set_snap_off_x(float p_val);
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void _set_snap_off_y(float p_val);
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void _set_snap_step_x(float p_val);
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void _set_snap_step_y(float p_val);
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void _set_snap_sep_x(float p_val);
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void _set_snap_sep_y(float p_val);
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void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
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void _zoom_in();
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void _zoom_reset();
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void _zoom_out();
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void apply_rect(const Rect2 &p_rect);
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void _update_rect();
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void _update_autoslice();
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protected:
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void _notification(int p_what);
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void _node_removed(Object *p_obj);
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static void _bind_methods();
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Vector2 snap_point(Vector2 p_target) const;
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virtual void _changed_callback(Object *p_changed, const char *p_prop);
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public:
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void _edit_region();
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void _region_draw();
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void _region_input(const Ref<InputEvent> &p_input);
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void _scroll_changed(float);
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bool is_stylebox();
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bool is_atlas_texture();
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bool is_ninepatch();
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Sprite3D *get_sprite_3d();
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Sprite *get_sprite();
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void edit(Object *p_obj);
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TextureRegionEditor(EditorNode *p_editor);
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};
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class TextureRegionEditorPlugin : public EditorPlugin {
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GDCLASS(TextureRegionEditorPlugin, EditorPlugin);
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bool manually_hidden;
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Button *texture_region_button;
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TextureRegionEditor *region_editor;
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EditorNode *editor;
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protected:
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static void _bind_methods();
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void _editor_visiblity_changed();
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public:
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virtual String get_name() const { return "TextureRegion"; }
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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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void set_state(const Dictionary &p_state);
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Dictionary get_state() const;
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TextureRegionEditorPlugin(EditorNode *p_node);
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};
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#endif // TEXTURE_REGION_EDITOR_PLUGIN_H
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