godot/editor/plugins/polygon_2d_editor_plugin.h

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/*************************************************************************/
/* polygon_2d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 POLYGON_2D_EDITOR_PLUGIN_H
#define POLYGON_2D_EDITOR_PLUGIN_H
#include "editor/plugins/abstract_polygon_2d_editor.h"
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#include "scene/gui/scroll_container.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Polygon2DEditor : public AbstractPolygon2DEditor {
GDCLASS(Polygon2DEditor, AbstractPolygon2DEditor);
enum Mode {
MODE_EDIT_UV = MODE_CONT,
UVEDIT_POLYGON_TO_UV,
UVEDIT_UV_TO_POLYGON,
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UVEDIT_UV_CLEAR,
UVEDIT_GRID_SETTINGS
};
enum UVMode {
UV_MODE_CREATE,
UV_MODE_CREATE_INTERNAL,
UV_MODE_REMOVE_INTERNAL,
UV_MODE_EDIT_POINT,
UV_MODE_MOVE,
UV_MODE_ROTATE,
UV_MODE_SCALE,
UV_MODE_ADD_POLYGON,
UV_MODE_REMOVE_POLYGON,
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UV_MODE_PAINT_WEIGHT,
UV_MODE_CLEAR_WEIGHT,
UV_MODE_MAX
};
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ToolButton *uv_edit_mode[4];
Ref<ButtonGroup> uv_edit_group;
Polygon2D *node;
UVMode uv_mode;
AcceptDialog *uv_edit;
ToolButton *uv_button[UV_MODE_MAX];
ToolButton *b_snap_enable;
ToolButton *b_snap_grid;
Panel *uv_edit_draw;
HSlider *uv_zoom;
SpinBox *uv_zoom_value;
HScrollBar *uv_hscroll;
VScrollBar *uv_vscroll;
MenuButton *uv_menu;
TextureRect *uv_icon_zoom;
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VBoxContainer *bone_scroll_main_vb;
ScrollContainer *bone_scroll;
VBoxContainer *bone_scroll_vb;
Button *sync_bones;
HSlider *bone_paint_strength;
SpinBox *bone_paint_radius;
Label *bone_paint_radius_label;
bool bone_painting;
int bone_painting_bone;
PoolVector<float> prev_weights;
Vector2 bone_paint_pos;
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AcceptDialog *grid_settings;
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void _sync_bones();
void _update_bone_list();
Vector2 uv_draw_ofs;
float uv_draw_zoom;
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PoolVector<Vector2> points_prev;
PoolVector<Vector2> uv_create_uv_prev;
PoolVector<Vector2> uv_create_poly_prev;
PoolVector<Color> uv_create_colors_prev;
int uv_create_prev_internal_vertices;
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Array uv_create_bones_prev;
Array polygons_prev;
Vector2 uv_create_to;
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int point_drag_index;
bool uv_drag;
bool uv_create;
Vector<int> polygon_create;
UVMode uv_move_current;
Vector2 uv_drag_from;
bool updating_uv_scroll;
AcceptDialog *error;
ToolButton *button_uv;
bool use_snap;
bool snap_show_grid;
Vector2 snap_offset;
Vector2 snap_step;
virtual void _menu_option(int p_option);
void _cancel_editing();
void _update_polygon_editing_state();
void _uv_scroll_changed(float);
void _uv_input(const Ref<InputEvent> &p_input);
void _uv_draw();
void _uv_mode(int p_mode);
void _set_use_snap(bool p_use);
void _set_show_grid(bool p_show);
void _set_snap_off_x(float p_val);
void _set_snap_off_y(float p_val);
void _set_snap_step_x(float p_val);
void _set_snap_step_y(float p_val);
void _uv_edit_mode_select(int p_mode);
void _uv_edit_popup_hide();
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void _bone_paint_selected(int p_index);
int _get_polygon_count() const;
protected:
virtual Node2D *_get_node() const;
virtual void _set_node(Node *p_polygon);
virtual Vector2 _get_offset(int p_idx) const;
virtual bool _has_uv() const { return true; };
virtual void _commit_action();
void _notification(int p_what);
static void _bind_methods();
Vector2 snap_point(Vector2 p_target) const;
public:
Polygon2DEditor(EditorNode *p_editor);
};
class Polygon2DEditorPlugin : public AbstractPolygon2DEditorPlugin {
GDCLASS(Polygon2DEditorPlugin, AbstractPolygon2DEditorPlugin);
public:
Polygon2DEditorPlugin(EditorNode *p_node);
};
#endif // POLYGON_2D_EDITOR_PLUGIN_H