mirror of
https://github.com/godotengine/godot
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295 lines
9.9 KiB
C++
295 lines
9.9 KiB
C++
/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 SPRITE_FRAMES_EDITOR_PLUGIN_H
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#define SPRITE_FRAMES_EDITOR_PLUGIN_H
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#include "editor/plugins/editor_plugin.h"
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#include "scene/2d/animated_sprite_2d.h"
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#include "scene/3d/sprite_3d.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/scroll_container.h"
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#include "scene/gui/spin_box.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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#include "scene/resources/image_texture.h"
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class OptionButton;
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class EditorFileDialog;
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class ClipboardSpriteFrames : public Resource {
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GDCLASS(ClipboardSpriteFrames, Resource);
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public:
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struct Frame {
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Ref<Texture2D> texture;
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float duration;
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};
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Vector<Frame> frames;
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};
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class SpriteFramesEditor : public HSplitContainer {
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GDCLASS(SpriteFramesEditor, HSplitContainer);
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Ref<SpriteFrames> frames;
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Node *animated_sprite = nullptr;
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enum {
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PARAM_USE_CURRENT, // Used in callbacks to indicate `dominant_param` should be not updated.
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PARAM_FRAME_COUNT, // Keep "Horizontal" & "Vertical" values.
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PARAM_SIZE, // Keep "Size" values.
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};
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int dominant_param = PARAM_FRAME_COUNT;
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enum {
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FRAME_ORDER_SELECTION, // Order frames were selected in.
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// By Row.
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FRAME_ORDER_LEFT_RIGHT_TOP_BOTTOM,
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FRAME_ORDER_LEFT_RIGHT_BOTTOM_TOP,
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FRAME_ORDER_RIGHT_LEFT_TOP_BOTTOM,
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FRAME_ORDER_RIGHT_LEFT_BOTTOM_TOP,
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// By Column.
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FRAME_ORDER_TOP_BOTTOM_LEFT_RIGHT,
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FRAME_ORDER_TOP_BOTTOM_RIGHT_LEFT,
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FRAME_ORDER_BOTTOM_TOP_LEFT_RIGHT,
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FRAME_ORDER_BOTTOM_TOP_RIGHT_LEFT,
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};
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bool read_only = false;
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Ref<Texture2D> autoplay_icon;
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Ref<Texture2D> stop_icon;
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Ref<Texture2D> pause_icon;
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Ref<Texture2D> empty_icon = memnew(ImageTexture);
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HBoxContainer *playback_container = nullptr;
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Button *stop = nullptr;
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Button *play = nullptr;
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Button *play_from = nullptr;
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Button *play_bw = nullptr;
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Button *play_bw_from = nullptr;
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Button *load = nullptr;
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Button *load_sheet = nullptr;
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Button *delete_frame = nullptr;
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Button *copy = nullptr;
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Button *paste = nullptr;
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Button *empty_before = nullptr;
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Button *empty_after = nullptr;
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Button *move_up = nullptr;
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Button *move_down = nullptr;
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Button *zoom_out = nullptr;
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Button *zoom_reset = nullptr;
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Button *zoom_in = nullptr;
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SpinBox *frame_duration = nullptr;
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ItemList *frame_list = nullptr;
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bool loading_scene;
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Vector<int> selection;
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Button *add_anim = nullptr;
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Button *delete_anim = nullptr;
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SpinBox *anim_speed = nullptr;
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Button *anim_loop = nullptr;
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HBoxContainer *autoplay_container = nullptr;
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Button *autoplay = nullptr;
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LineEdit *anim_search_box = nullptr;
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Tree *animations = nullptr;
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Label *missing_anim_label = nullptr;
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VBoxContainer *anim_frames_vb = nullptr;
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EditorFileDialog *file = nullptr;
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AcceptDialog *dialog = nullptr;
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StringName edited_anim;
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ConfirmationDialog *delete_dialog = nullptr;
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ConfirmationDialog *split_sheet_dialog = nullptr;
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ScrollContainer *split_sheet_scroll = nullptr;
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TextureRect *split_sheet_preview = nullptr;
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VBoxContainer *split_sheet_settings_vb = nullptr;
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SpinBox *split_sheet_h = nullptr;
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SpinBox *split_sheet_v = nullptr;
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SpinBox *split_sheet_size_x = nullptr;
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SpinBox *split_sheet_size_y = nullptr;
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SpinBox *split_sheet_sep_x = nullptr;
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SpinBox *split_sheet_sep_y = nullptr;
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SpinBox *split_sheet_offset_x = nullptr;
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SpinBox *split_sheet_offset_y = nullptr;
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Button *split_sheet_zoom_out = nullptr;
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Button *split_sheet_zoom_reset = nullptr;
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Button *split_sheet_zoom_in = nullptr;
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Button *toggle_settings_button = nullptr;
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OptionButton *split_sheet_order = nullptr;
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EditorFileDialog *file_split_sheet = nullptr;
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HashMap<int, int> frames_selected; // Key is frame index. Value is selection order.
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HashSet<int> frames_toggled_by_mouse_hover;
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Vector<Pair<int, int>> frames_ordered; // First is the index to be ordered by. Second is the actual frame index.
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int selected_count = 0;
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bool frames_need_sort = false;
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int last_frame_selected = 0;
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Size2i previous_texture_size;
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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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Size2i _get_frame_count() const;
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Size2i _get_frame_size() const;
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Size2i _get_offset() const;
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Size2i _get_separation() const;
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void _load_pressed();
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void _file_load_request(const Vector<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 _paste_frame_array(const Ref<ClipboardSpriteFrames> &p_clipboard_frames);
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void _paste_texture(const Ref<Texture2D> &p_texture);
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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 _frame_duration_changed(double p_value);
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void _update_library(bool p_skip_selector = false);
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void _update_library_impl();
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void _update_stop_icon();
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void _play_pressed();
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void _play_from_pressed();
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void _play_bw_pressed();
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void _play_bw_from_pressed();
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void _autoplay_pressed();
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void _stop_pressed();
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void _animation_selected();
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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_search_text_changed(const String &p_text);
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void _animation_loop_changed();
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void _animation_speed_changed(double p_value);
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void _frame_list_gui_input(const Ref<InputEvent> &p_event);
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void _frame_list_item_selected(int p_index, bool p_selected);
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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 animations_dirty = false;
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bool pending_update = false;
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bool updating;
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bool updating_split_settings = false; // Skip SpinBox/Range callback when setting value by code.
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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 p_value, int p_dominant_param);
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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_on_position(float p_zoom, const Vector2 &p_position);
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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_order_selected(int p_option);
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void _sheet_select_all_frames();
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void _sheet_clear_all_frames();
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void _sheet_sort_frames();
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void _toggle_show_settings();
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void _update_show_settings();
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void _edit();
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void _fetch_sprite_node();
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void _remove_sprite_node();
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bool sprite_node_updating = false;
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void _sync_animation();
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void _select_animation(const String &p_name, bool p_update_node = true);
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void _rename_node_animation(EditorUndoRedoManager *undo_redo, bool is_undo, const String &p_filter, const String &p_new_animation, const String &p_new_autoplay);
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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void edit(Ref<SpriteFrames> p_frames);
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bool is_editing() const;
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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 = nullptr;
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Button *button = nullptr;
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public:
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virtual String get_name() const override { return "SpriteFrames"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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SpriteFramesEditorPlugin();
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~SpriteFramesEditorPlugin();
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};
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#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H
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