virtualx-engine/editor/plugins/sprite_frames_editor_plugin.h

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/**************************************************************************/
/* sprite_frames_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. */
/* 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. */
/**************************************************************************/
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#ifndef SPRITE_FRAMES_EDITOR_PLUGIN_H
#define SPRITE_FRAMES_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/2d/animated_sprite_2d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/gui/button.h"
#include "scene/gui/check_button.h"
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#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/scroll_container.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/split_container.h"
#include "scene/gui/texture_rect.h"
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#include "scene/gui/tree.h"
#include "scene/resources/image_texture.h"
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class OptionButton;
class EditorFileDialog;
class ClipboardSpriteFrames : public Resource {
GDCLASS(ClipboardSpriteFrames, Resource);
public:
struct Frame {
Ref<Texture2D> texture;
float duration;
};
Vector<Frame> frames;
};
class SpriteFramesEditor : public HSplitContainer {
GDCLASS(SpriteFramesEditor, HSplitContainer);
Ref<SpriteFrames> frames;
Node *animated_sprite = nullptr;
enum {
PARAM_USE_CURRENT, // Used in callbacks to indicate `dominant_param` should be not updated.
PARAM_FRAME_COUNT, // Keep "Horizontal" & "Vertical" values.
PARAM_SIZE, // Keep "Size" values.
};
int dominant_param = PARAM_FRAME_COUNT;
enum {
FRAME_ORDER_SELECTION, // Order frames were selected in.
// By Row.
FRAME_ORDER_LEFT_RIGHT_TOP_BOTTOM,
FRAME_ORDER_LEFT_RIGHT_BOTTOM_TOP,
FRAME_ORDER_RIGHT_LEFT_TOP_BOTTOM,
FRAME_ORDER_RIGHT_LEFT_BOTTOM_TOP,
// By Column.
FRAME_ORDER_TOP_BOTTOM_LEFT_RIGHT,
FRAME_ORDER_TOP_BOTTOM_RIGHT_LEFT,
FRAME_ORDER_BOTTOM_TOP_LEFT_RIGHT,
FRAME_ORDER_BOTTOM_TOP_RIGHT_LEFT,
};
bool read_only = false;
Ref<Texture2D> autoplay_icon;
Ref<Texture2D> stop_icon;
Ref<Texture2D> pause_icon;
Ref<Texture2D> empty_icon = memnew(ImageTexture);
HBoxContainer *playback_container = nullptr;
Button *stop = nullptr;
Button *play = nullptr;
Button *play_from = nullptr;
Button *play_bw = nullptr;
Button *play_bw_from = nullptr;
Button *load = nullptr;
Button *load_sheet = nullptr;
Button *delete_frame = nullptr;
Button *copy = nullptr;
Button *paste = nullptr;
Button *empty_before = nullptr;
Button *empty_after = nullptr;
Button *move_up = nullptr;
Button *move_down = nullptr;
Button *zoom_out = nullptr;
Button *zoom_reset = nullptr;
Button *zoom_in = nullptr;
SpinBox *frame_duration = nullptr;
ItemList *frame_list = nullptr;
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bool loading_scene;
Vector<int> selection;
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Button *add_anim = nullptr;
Button *delete_anim = nullptr;
SpinBox *anim_speed = nullptr;
Button *anim_loop = nullptr;
HBoxContainer *autoplay_container = nullptr;
Button *autoplay = nullptr;
LineEdit *anim_search_box = nullptr;
Tree *animations = nullptr;
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Label *missing_anim_label = nullptr;
VBoxContainer *anim_frames_vb = nullptr;
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;
ConfirmationDialog *split_sheet_dialog = nullptr;
ScrollContainer *split_sheet_scroll = nullptr;
TextureRect *split_sheet_preview = nullptr;
VBoxContainer *split_sheet_settings_vb = nullptr;
SpinBox *split_sheet_h = nullptr;
SpinBox *split_sheet_v = nullptr;
SpinBox *split_sheet_size_x = nullptr;
SpinBox *split_sheet_size_y = nullptr;
SpinBox *split_sheet_sep_x = nullptr;
SpinBox *split_sheet_sep_y = nullptr;
SpinBox *split_sheet_offset_x = nullptr;
SpinBox *split_sheet_offset_y = nullptr;
Button *split_sheet_zoom_out = nullptr;
Button *split_sheet_zoom_reset = nullptr;
Button *split_sheet_zoom_in = nullptr;
Button *toggle_settings_button = nullptr;
OptionButton *split_sheet_order = nullptr;
EditorFileDialog *file_split_sheet = nullptr;
HashMap<int, int> frames_selected; // Key is frame index. Value is selection order.
HashSet<int> frames_toggled_by_mouse_hover;
Vector<Pair<int, int>> frames_ordered; // First is the index to be ordered by. Second is the actual frame index.
int selected_count = 0;
bool frames_need_sort = false;
int last_frame_selected = 0;
Size2i previous_texture_size;
float scale_ratio;
int thumbnail_default_size;
float thumbnail_zoom;
float max_thumbnail_zoom;
float min_thumbnail_zoom;
float sheet_zoom;
float max_sheet_zoom;
float min_sheet_zoom;
Size2i _get_frame_count() const;
Size2i _get_frame_size() const;
Size2i _get_offset() const;
Size2i _get_separation() const;
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void _load_pressed();
void _file_load_request(const Vector<String> &p_path, int p_at_pos = -1);
void _copy_pressed();
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void _paste_pressed();
void _paste_frame_array(const Ref<ClipboardSpriteFrames> &p_clipboard_frames);
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();
void _up_pressed();
void _down_pressed();
void _frame_duration_changed(double p_value);
void _update_library(bool p_skip_selector = false);
void _update_library_impl();
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void _update_stop_icon();
void _play_pressed();
void _play_from_pressed();
void _play_bw_pressed();
void _play_bw_from_pressed();
void _autoplay_pressed();
void _stop_pressed();
void _animation_selected();
void _animation_name_edited();
void _animation_add();
void _animation_remove();
void _animation_remove_confirmed();
void _animation_search_text_changed(const String &p_text);
void _animation_loop_changed();
void _animation_speed_changed(double p_value);
void _frame_list_gui_input(const Ref<InputEvent> &p_event);
void _frame_list_item_selected(int p_index, bool p_selected);
void _zoom_in();
void _zoom_out();
void _zoom_reset();
bool animations_dirty = false;
bool pending_update = false;
bool updating;
bool updating_split_settings = false; // Skip SpinBox/Range callback when setting value by code.
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
void _open_sprite_sheet();
void _prepare_sprite_sheet(const String &p_file);
int _sheet_preview_position_to_frame_index(const Vector2 &p_position);
void _sheet_preview_draw();
void _sheet_spin_changed(double p_value, int p_dominant_param);
void _sheet_preview_input(const Ref<InputEvent> &p_event);
void _sheet_scroll_input(const Ref<InputEvent> &p_event);
void _sheet_add_frames();
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void _sheet_zoom_on_position(float p_zoom, const Vector2 &p_position);
void _sheet_zoom_in();
void _sheet_zoom_out();
void _sheet_zoom_reset();
void _sheet_order_selected(int p_option);
void _sheet_select_all_frames();
void _sheet_clear_all_frames();
void _sheet_sort_frames();
void _toggle_show_settings();
void _update_show_settings();
void _edit();
void _fetch_sprite_node();
void _remove_sprite_node();
bool sprite_node_updating = false;
void _sync_animation();
void _select_animation(const String &p_name, bool p_update_node = true);
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:
void _notification(int p_what);
void _node_removed(Node *p_node);
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static void _bind_methods();
public:
void edit(Ref<SpriteFrames> p_frames);
bool is_editing() const;
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SpriteFramesEditor();
};
class SpriteFramesEditorPlugin : public EditorPlugin {
GDCLASS(SpriteFramesEditorPlugin, EditorPlugin);
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SpriteFramesEditor *frames_editor = nullptr;
Button *button = nullptr;
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public:
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virtual String get_name() const override { return "SpriteFrames"; }
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;
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SpriteFramesEditorPlugin();
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~SpriteFramesEditorPlugin();
};
#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H