godot/editor/plugins/navigation_link_2d_editor_plugin.h
smix8 bf1571979c Rename Navigation uses of 'location' to 'position'
Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
2023-01-26 18:19:03 +01:00

79 lines
3.7 KiB
C++

/**************************************************************************/
/* navigation_link_2d_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef NAVIGATION_LINK_2D_EDITOR_PLUGIN_H
#define NAVIGATION_LINK_2D_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/2d/navigation_link_2d.h"
class CanvasItemEditor;
class NavigationLink2DEditor : public Control {
GDCLASS(NavigationLink2DEditor, Control);
CanvasItemEditor *canvas_item_editor = nullptr;
NavigationLink2D *node = nullptr;
bool start_grabbed = false;
Vector2 original_start_position;
bool end_grabbed = false;
Vector2 original_end_position;
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
public:
bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
void forward_canvas_draw_over_viewport(Control *p_overlay);
void edit(NavigationLink2D *p_node);
};
class NavigationLink2DEditorPlugin : public EditorPlugin {
GDCLASS(NavigationLink2DEditorPlugin, EditorPlugin);
NavigationLink2DEditor *editor = nullptr;
public:
virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return editor->forward_canvas_gui_input(p_event); }
virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { editor->forward_canvas_draw_over_viewport(p_overlay); }
virtual String get_name() const override { return "NavigationLink2D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
NavigationLink2DEditorPlugin();
};
#endif // NAVIGATION_LINK_2D_EDITOR_PLUGIN_H