virtualx-engine/editor/plugins/light_occluder_2d_editor_plugin.cpp

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/*************************************************************************/
/* light_occluder_2d_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "light_occluder_2d_editor_plugin.h"
Ref<OccluderPolygon2D> LightOccluder2DEditor::_ensure_occluder() const {
Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
if (!occluder.is_valid()) {
occluder = Ref<OccluderPolygon2D>(memnew(OccluderPolygon2D));
node->set_occluder_polygon(occluder);
}
return occluder;
}
Node2D *LightOccluder2DEditor::_get_node() const {
return node;
}
void LightOccluder2DEditor::_set_node(Node *p_polygon) {
node = Object::cast_to<LightOccluder2D>(p_polygon);
}
bool LightOccluder2DEditor::_is_line() const {
Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
if (occluder.is_valid())
return !occluder->is_closed();
else
return false;
}
int LightOccluder2DEditor::_get_polygon_count() const {
Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
if (occluder.is_valid())
return occluder->get_polygon().size();
else
return 0;
}
Variant LightOccluder2DEditor::_get_polygon(int p_idx) const {
Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
if (occluder.is_valid())
return occluder->get_polygon();
else
return Variant(Vector<Vector2>());
}
void LightOccluder2DEditor::_set_polygon(int p_idx, const Variant &p_polygon) const {
Ref<OccluderPolygon2D> occluder = _ensure_occluder();
occluder->set_polygon(p_polygon);
}
void LightOccluder2DEditor::_action_set_polygon(int p_idx, const Variant &p_previous, const Variant &p_polygon) {
Ref<OccluderPolygon2D> occluder = _ensure_occluder();
undo_redo->add_do_method(occluder.ptr(), "set_polygon", p_polygon);
undo_redo->add_undo_method(occluder.ptr(), "set_polygon", p_previous);
}
bool LightOccluder2DEditor::_has_resource() const {
return node && node->get_occluder_polygon().is_valid();
}
void LightOccluder2DEditor::_create_resource() {
if (!node)
return;
undo_redo->create_action(TTR("Create Occluder Polygon"));
undo_redo->add_do_method(node, "set_occluder_polygon", Ref<OccluderPolygon2D>(memnew(OccluderPolygon2D)));
undo_redo->add_undo_method(node, "set_occluder_polygon", Variant(REF()));
undo_redo->commit_action();
_menu_option(MODE_CREATE);
}
LightOccluder2DEditor::LightOccluder2DEditor(EditorNode *p_editor) :
AbstractPolygon2DEditor(p_editor) {
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node = nullptr;
}
LightOccluder2DEditorPlugin::LightOccluder2DEditorPlugin(EditorNode *p_node) :
AbstractPolygon2DEditorPlugin(p_node, memnew(LightOccluder2DEditor(p_node)), "LightOccluder2D") {
}