virtualx-engine/tools/editor/plugins/tile_map_editor_plugin.cpp

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/*************************************************************************/
/* tile_map_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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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#include "tile_map_editor_plugin.h"
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#include "os/keyboard.h"
#include "os/input.h"
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#include "canvas_item_editor_plugin.h"
#include "tools/editor/editor_settings.h"
void TileMapEditor::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
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transp->set_icon(get_icon("Transpose","EditorIcons"));
mirror_x->set_icon(get_icon("MirrorX","EditorIcons"));
mirror_y->set_icon(get_icon("MirrorY","EditorIcons"));
rotate_0->set_icon(get_icon("Rotate0","EditorIcons"));
rotate_90->set_icon(get_icon("Rotate90","EditorIcons"));
rotate_180->set_icon(get_icon("Rotate180","EditorIcons"));
rotate_270->set_icon(get_icon("Rotate270","EditorIcons"));
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} break;
}
}
void TileMapEditor::_menu_option(int p_option) {
switch(p_option) {
case OPTION_BUCKET: {
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tool=TOOL_BUCKET;
canvas_item_editor->update();
} break;
case OPTION_PICK_TILE: {
tool=TOOL_PICKING;
canvas_item_editor->update();
} break;
case OPTION_SELECT: {
tool=TOOL_SELECTING;
selection_active=false;
canvas_item_editor->update();
} break;
case OPTION_DUPLICATE: {
_update_copydata();
if (selection_active) {
tool=TOOL_DUPLICATING;
canvas_item_editor->update();
}
} break;
case OPTION_ERASE_SELECTION: {
if (!selection_active)
return;
undo_redo->create_action("Erase Selection");
for (int i=rectangle.pos.y;i<=rectangle.pos.y+rectangle.size.y;i++) {
for (int j=rectangle.pos.x;j<=rectangle.pos.x+rectangle.size.x;j++) {
_set_cell(Point2i(j, i), TileMap::INVALID_CELL, false, false, false, true);
}
}
undo_redo->commit_action();
selection_active=false;
copydata.clear();
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canvas_item_editor->update();
} break;
}
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}
void TileMapEditor::_canvas_mouse_enter() {
mouse_over=true;
canvas_item_editor->update();
}
void TileMapEditor::_canvas_mouse_exit() {
mouse_over=false;
canvas_item_editor->update();
}
int TileMapEditor::get_selected_tile() const {
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int item = palette->get_current();
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if (item==-1)
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return TileMap::INVALID_CELL;
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return palette->get_item_metadata(item);
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}
void TileMapEditor::set_selected_tile(int p_tile) {
int idx = palette->find_metadata(p_tile);
if (idx >= 0) {
palette->select(idx, true);
palette->ensure_current_is_visible();
}
}
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void TileMapEditor::_set_cell(const Point2i& p_pos,int p_value,bool p_flip_h, bool p_flip_v, bool p_transpose,bool p_with_undo) {
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ERR_FAIL_COND(!node);
int prev_val=node->get_cell(p_pos.x,p_pos.y);
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bool prev_flip_h=node->is_cell_x_flipped(p_pos.x,p_pos.y);
bool prev_flip_v=node->is_cell_y_flipped(p_pos.x,p_pos.y);
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bool prev_transpose=node->is_cell_transposed(p_pos.x,p_pos.y);
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if (p_value==prev_val && p_flip_h==prev_flip_h && p_flip_v==prev_flip_v && p_transpose==prev_transpose)
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return; //check that it's actually different
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if (p_with_undo) {
undo_redo->add_do_method(node,"set_cellv",Point2(p_pos),p_value,p_flip_h,p_flip_v,p_transpose);
undo_redo->add_undo_method(node,"set_cellv",Point2(p_pos),prev_val,prev_flip_h,prev_flip_v,prev_transpose);
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} else {
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node->set_cell(p_pos.x,p_pos.y,p_value,p_flip_h,p_flip_v,p_transpose);
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}
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}
void TileMapEditor::_text_entered(const String& p_text) {
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canvas_item_editor->grab_focus();
}
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void TileMapEditor::_text_changed(const String& p_text) {
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_update_palette();
}
void TileMapEditor::_sbox_input(const InputEvent& p_ie) {
if (p_ie.type==InputEvent::KEY && (
p_ie.key.scancode == KEY_UP ||
p_ie.key.scancode == KEY_DOWN ||
p_ie.key.scancode == KEY_PAGEUP ||
p_ie.key.scancode == KEY_PAGEDOWN ) ) {
palette->call("_input_event", p_ie);
search_box->accept_event();
}
}
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void TileMapEditor::_update_palette() {
if (!node)
return;
int selected = get_selected_tile();
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palette->clear();
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Ref<TileSet> tileset=node->get_tileset();
if (tileset.is_null())
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return;
List<int> tiles;
tileset->get_tile_list(&tiles);
if (tiles.empty())
return;
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palette->set_max_columns(0);
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palette->add_constant_override("hseparation", 6);
float min_size = EDITOR_DEF("tile_map/preview_size",64);
palette->set_fixed_icon_size(Size2(min_size, min_size));
palette->set_fixed_column_width(min_size*3/2);
palette->set_icon_mode(ItemList::ICON_MODE_TOP);
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palette->set_max_text_lines(2);
String filter = search_box->get_text().strip_edges();
for (List<int>::Element *E=tiles.front();E;E=E->next()) {
String name;
if (tileset->tile_get_name(E->get())!="") {
name = tileset->tile_get_name(E->get());
} else {
name = "#"+itos(E->get());
}
if (filter != "" && name.findn(filter) == -1)
continue;
palette->add_item(name);
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Ref<Texture> tex = tileset->tile_get_texture(E->get());
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if (tex.is_valid()) {
Rect2 region = tileset->tile_get_region(E->get());
if (!region.has_no_area())
palette->set_item_icon_region(palette->get_item_count()-1, region);
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palette->set_item_icon(palette->get_item_count()-1, tex);
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}
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palette->set_item_metadata(palette->get_item_count()-1, E->get());
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}
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palette->set_same_column_width(true);
if (selected != -1)
set_selected_tile(selected);
else
palette->select(0, true);
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}
void TileMapEditor::_pick_tile(const Point2& p_pos) {
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int id = node->get_cell(p_pos.x, p_pos.y);
if (id==TileMap::INVALID_CELL)
return;
if (search_box->get_text().strip_edges() != "") {
search_box->set_text("");
_update_palette();
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}
set_selected_tile(id);
mirror_x->set_pressed(node->is_cell_x_flipped(p_pos.x, p_pos.y));
mirror_y->set_pressed(node->is_cell_y_flipped(p_pos.x, p_pos.y));
transp->set_pressed(node->is_cell_transposed(p_pos.x, p_pos.y));
_update_transform_buttons();
canvas_item_editor->update();
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}
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DVector<Vector2> TileMapEditor::_bucket_fill(const Point2i& p_start) {
if (node->get_cell(p_start.x, p_start.y) != TileMap::INVALID_CELL)
return DVector<Vector2>();
int id = get_selected_tile();
if (id == TileMap::INVALID_CELL)
return DVector<Vector2>();
Rect2 r = node->get_item_rect();
r.pos = r.pos/node->get_cell_size();
r.size = r.size/node->get_cell_size();
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DVector<Vector2> points;
List<Point2i> queue;
queue.push_back(p_start);
while (queue.size()) {
Point2i n = queue.front()->get();
queue.pop_front();
if (!r.has_point(n))
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continue;
if (node->get_cell(n.x, n.y) == TileMap::INVALID_CELL) {
node->set_cellv(n, id, flip_h, flip_v, transpose);
points.push_back(n);
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queue.push_back(n + Point2i(0, 1));
queue.push_back(n + Point2i(0, -1));
queue.push_back(n + Point2i(1, 0));
queue.push_back(n + Point2i(-1, 0));
}
}
return points;
}
void TileMapEditor::_fill_points(const DVector<Vector2> p_points, const Dictionary& p_op) {
int len = p_points.size();
DVector<Vector2>::Read pr = p_points.read();
int id = p_op["id"];
bool xf = p_op["flip_h"];
bool yf = p_op["flip_v"];
bool tr = p_op["transpose"];
for (int i=0;i<len;i++) {
_set_cell(pr[i], id, xf, yf, tr);
}
}
void TileMapEditor::_erase_points(const DVector<Vector2> p_points) {
int len = p_points.size();
DVector<Vector2>::Read pr = p_points.read();
for (int i=0;i<len;i++) {
_set_cell(pr[i], TileMap::INVALID_CELL);
}
}
void TileMapEditor::_select(const Point2i& p_from, const Point2i& p_to) {
Point2i begin=p_from;
Point2i end=p_to;
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if (begin.x > end.x) {
SWAP( begin.x, end.x);
}
if (begin.y > end.y) {
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SWAP( begin.y, end.y);
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}
rectangle.pos=begin;
rectangle.size=end-begin;
canvas_item_editor->update();
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}
void TileMapEditor::_draw_cell(int p_cell, const Point2i& p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Matrix32& p_xform) {
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Ref<Texture> t = node->get_tileset()->tile_get_texture(p_cell);
if (t.is_null())
return;
Vector2 tile_ofs = node->get_tileset()->tile_get_texture_offset(p_cell);
Rect2 r = node->get_tileset()->tile_get_region(p_cell);
Size2 sc = p_xform.get_scale();
Rect2 rect = Rect2();
rect.pos = node->map_to_world(p_point) + node->get_cell_draw_offset();
if (r.has_no_area()) {
rect.size = t->get_size();
} else {
rect.size = r.size;
}
if (rect.size.y > rect.size.x) {
if ((p_flip_h && (p_flip_v || p_transpose)) || (p_flip_v && !p_transpose))
tile_ofs.y += rect.size.y - rect.size.x;
} else if (rect.size.y < rect.size.x) {
if ((p_flip_v && (p_flip_h || p_transpose)) || (p_flip_h && !p_transpose))
tile_ofs.x += rect.size.x - rect.size.y;
}
if (p_transpose) {
SWAP(tile_ofs.x, tile_ofs.y);
}
if (p_flip_h) {
sc.x*=-1.0;
tile_ofs.x*=-1.0;
}
if (p_flip_v) {
sc.y*=-1.0;
tile_ofs.y*=-1.0;
}
if (node->get_tile_origin()==TileMap::TILE_ORIGIN_TOP_LEFT) {
rect.pos+=tile_ofs;
} else if (node->get_tile_origin()==TileMap::TILE_ORIGIN_CENTER) {
rect.pos+=node->get_cell_size()/2;
Vector2 s = r.size;
Vector2 center = (s/2) - tile_ofs;
if (p_flip_h)
rect.pos.x-=s.x-center.x;
else
rect.pos.x-=center.x;
if (p_flip_v)
rect.pos.y-=s.y-center.y;
else
rect.pos.y-=center.y;
}
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rect.pos=p_xform.xform(rect.pos);
rect.size*=sc;
if (r.has_no_area())
canvas_item_editor->draw_texture_rect(t, rect, false, Color(1,1,1,0.5), p_transpose);
else
canvas_item_editor->draw_texture_rect_region(t, rect, r, Color(1,1,1,0.5), p_transpose);
}
void TileMapEditor::_update_copydata() {
copydata.clear();
if (!selection_active)
return;
for (int i=rectangle.pos.y;i<=rectangle.pos.y+rectangle.size.y;i++) {
for (int j=rectangle.pos.x;j<=rectangle.pos.x+rectangle.size.x;j++) {
TileData tcd;
tcd.cell=node->get_cell(j, i);
if (tcd.cell!=TileMap::INVALID_CELL) {
tcd.pos=Point2i(j, i);
tcd.flip_h=node->is_cell_x_flipped(j,i);
tcd.flip_v=node->is_cell_y_flipped(j,i);
tcd.transpose=node->is_cell_transposed(j,i);
}
copydata.push_back(tcd);
}
}
}
static inline Vector<Point2i> line(int x0, int x1, int y0, int y1) {
Vector<Point2i> points;
float dx = ABS(x1 - x0);
float dy = ABS(y1 - y0);
int x = x0;
int y = y0;
int sx = x0 > x1 ? -1 : 1;
int sy = y0 > y1 ? -1 : 1;
if (dx > dy) {
float err = dx/2;
for (; x != x1; x += sx) {
points.push_back(Vector2(x, y));
err -= dy;
if (err < 0) {
y += sy;
err += dx;
}
}
} else {
float err = dy/2;
for (; y != y1; y += sy) {
points.push_back(Vector2(x, y));
err -= dx;
if (err < 0) {
x += sx;
err += dy;
}
}
}
points.push_back(Vector2(x, y));
return points;
}
bool TileMapEditor::forward_input_event(const InputEvent& p_event) {
if (!node || !node->get_tileset().is_valid() || !node->is_visible())
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return false;
Matrix32 xform = CanvasItemEditor::get_singleton()->get_canvas_transform() * node->get_global_transform();
Matrix32 xform_inv = xform.affine_inverse();
switch(p_event.type) {
case InputEvent::MOUSE_BUTTON: {
const InputEventMouseButton &mb=p_event.mouse_button;
if (mb.button_index==BUTTON_LEFT) {
if (mb.pressed) {
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if (Input::get_singleton()->is_key_pressed(KEY_SPACE))
return false; //drag
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if (tool==TOOL_NONE) {
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if (mb.mod.shift) {
if (mb.mod.control)
tool=TOOL_RECTANGLE_PAINT;
else
tool=TOOL_LINE_PAINT;
selection_active=false;
rectangle_begin=over_tile;
return true;
}
if (mb.mod.control) {
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tool=TOOL_PICKING;
_pick_tile(over_tile);
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return true;
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}
tool=TOOL_PAINTING;
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}
if (tool==TOOL_PAINTING) {
int id = get_selected_tile();
if (id!=TileMap::INVALID_CELL) {
tool=TOOL_PAINTING;
paint_undo.clear();
paint_undo[over_tile]=_get_op_from_cell(over_tile);
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_set_cell(over_tile, id, flip_h, flip_v, transpose);
}
} else if (tool==TOOL_PICKING) {
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_pick_tile(over_tile);
} else if (tool==TOOL_SELECTING) {
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selection_active=true;
rectangle_begin=over_tile;
}
return true;
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} else {
if (tool!=TOOL_NONE) {
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if (tool==TOOL_PAINTING) {
int id=get_selected_tile();
if (id!=TileMap::INVALID_CELL && paint_undo.size()) {
undo_redo->create_action(TTR("Paint TileMap"));
for (Map<Point2i,CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
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Point2 p=E->key();
undo_redo->add_do_method(node,"set_cellv",p,id,flip_h,flip_v,transpose);
undo_redo->add_undo_method(node,"set_cellv",p,E->get().idx,E->get().xf,E->get().yf,E->get().tr);
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}
undo_redo->commit_action();
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paint_undo.clear();
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}
} else if (tool==TOOL_LINE_PAINT) {
int id=get_selected_tile();
if (id!=TileMap::INVALID_CELL) {
undo_redo->create_action("Line Draw");
for (Map<Point2i,CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
_set_cell(E->key(), id, flip_h, flip_v, transpose, true);
}
undo_redo->commit_action();
paint_undo.clear();
canvas_item_editor->update();
}
} else if (tool==TOOL_RECTANGLE_PAINT) {
int id=get_selected_tile();
if (id!=TileMap::INVALID_CELL) {
undo_redo->create_action("Rectangle Paint");
for (int i=rectangle.pos.y;i<=rectangle.pos.y+rectangle.size.y;i++) {
for (int j=rectangle.pos.x;j<=rectangle.pos.x+rectangle.size.x;j++) {
_set_cell(Point2i(j, i), id, flip_h, flip_v, transpose, true);
}
}
undo_redo->commit_action();
canvas_item_editor->update();
}
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} else if (tool==TOOL_DUPLICATING) {
Point2 ofs = over_tile-rectangle.pos;
undo_redo->create_action(TTR("Duplicate"));
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for (List<TileData>::Element *E=copydata.front();E;E=E->next()) {
_set_cell(E->get().pos+ofs,E->get().cell,E->get().flip_h,E->get().flip_v,E->get().transpose,true);
}
undo_redo->commit_action();
copydata.clear();
canvas_item_editor->update();
} else if (tool==TOOL_SELECTING) {
canvas_item_editor->update();
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} else if (tool==TOOL_BUCKET) {
DVector<Vector2> points = _bucket_fill(over_tile);
if (points.size() == 0)
return false;
Dictionary op;
op["id"] = get_selected_tile();
op["flip_h"] = flip_h;
op["flip_v"] = flip_v;
op["transpose"] = transpose;
undo_redo->create_action("Bucket Fill");
undo_redo->add_do_method(this, "_fill_points", points, op);
undo_redo->add_undo_method(this, "_erase_points", points);
undo_redo->commit_action();
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}
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tool=TOOL_NONE;
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return true;
}
}
} else if (mb.button_index==BUTTON_RIGHT) {
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if (mb.pressed) {
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if (tool==TOOL_SELECTING || selection_active) {
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tool=TOOL_NONE;
selection_active=false;
canvas_item_editor->update();
return true;
}
if (tool==TOOL_DUPLICATING) {
tool=TOOL_NONE;
copydata.clear();
canvas_item_editor->update();
return true;
}
if (tool==TOOL_NONE) {
paint_undo.clear();
Point2 local = node->world_to_map(xform_inv.xform(Point2(mb.x, mb.y)));
if (mb.mod.shift) {
if (mb.mod.control)
tool=TOOL_RECTANGLE_ERASE;
else
tool=TOOL_LINE_ERASE;
selection_active=false;
rectangle_begin=local;
} else {
tool=TOOL_ERASING;
paint_undo[local]=_get_op_from_cell(local);
_set_cell(local, TileMap::INVALID_CELL);
}
return true;
}
} else {
if (tool==TOOL_ERASING || tool==TOOL_RECTANGLE_ERASE || tool==TOOL_LINE_ERASE) {
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if (paint_undo.size()) {
undo_redo->create_action(TTR("Erase TileMap"));
for (Map<Point2i,CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
2014-04-19 21:46:52 +02:00
Point2 p=E->key();
undo_redo->add_do_method(node,"set_cellv",p,TileMap::INVALID_CELL,false,false,false);
undo_redo->add_undo_method(node,"set_cellv",p,E->get().idx,E->get().xf,E->get().yf,E->get().tr);
2014-04-19 21:46:52 +02:00
}
undo_redo->commit_action();
paint_undo.clear();
}
2014-04-19 21:46:52 +02:00
if (tool==TOOL_RECTANGLE_ERASE || tool==TOOL_LINE_ERASE) {
canvas_item_editor->update();
2014-04-19 21:46:52 +02:00
}
2014-02-10 02:10:30 +01:00
tool=TOOL_NONE;
2014-02-10 02:10:30 +01:00
return true;
}
}
}
} break;
case InputEvent::MOUSE_MOTION: {
const InputEventMouseMotion &mm=p_event.mouse_motion;
Point2i new_over_tile = node->world_to_map(xform_inv.xform(Point2(mm.x,mm.y)));
2014-02-10 02:10:30 +01:00
if (new_over_tile!=over_tile) {
over_tile=new_over_tile;
canvas_item_editor->update();
}
if (tool==TOOL_PAINTING) {
int id = get_selected_tile();
if (id!=TileMap::INVALID_CELL) {
if (!paint_undo.has(over_tile)) {
paint_undo[over_tile]=_get_op_from_cell(over_tile);
2014-02-10 02:10:30 +01:00
}
_set_cell(over_tile, id, flip_h, flip_v, transpose);
2014-02-10 02:10:30 +01:00
return true;
}
}
if (tool==TOOL_SELECTING) {
_select(rectangle_begin, over_tile);
2014-02-10 02:10:30 +01:00
return true;
}
if (tool==TOOL_LINE_PAINT || tool==TOOL_LINE_ERASE) {
int id = get_selected_tile();
bool erasing = (tool==TOOL_LINE_ERASE);
if (erasing && paint_undo.size()) {
for (Map<Point2i, CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
_set_cell(E->key(), E->get().idx, E->get().xf, E->get().yf, E->get().tr);
}
}
paint_undo.clear();
if (id!=TileMap::INVALID_CELL) {
Vector<Point2i> points = line(rectangle_begin.x, over_tile.x, rectangle_begin.y, over_tile.y);
for (int i=0;i<points.size();i++) {
paint_undo[points[i]]=_get_op_from_cell(points[i]);
if (erasing)
_set_cell(points[i], TileMap::INVALID_CELL);
}
canvas_item_editor->update();
}
return true;
}
if (tool==TOOL_RECTANGLE_PAINT || tool==TOOL_RECTANGLE_ERASE) {
2014-02-10 02:10:30 +01:00
_select(rectangle_begin, over_tile);
2014-02-10 02:10:30 +01:00
if (tool==TOOL_RECTANGLE_ERASE) {
2014-02-10 02:10:30 +01:00
if (paint_undo.size()) {
2014-02-10 02:10:30 +01:00
for (Map<Point2i, CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
2014-02-10 02:10:30 +01:00
_set_cell(E->key(), E->get().idx, E->get().xf, E->get().yf, E->get().tr);
}
}
paint_undo.clear();
for (int i=rectangle.pos.y;i<=rectangle.pos.y+rectangle.size.y;i++) {
for (int j=rectangle.pos.x;j<=rectangle.pos.x+rectangle.size.x;j++) {
Point2i tile = Point2i(j, i);
paint_undo[tile]=_get_op_from_cell(tile);
_set_cell(tile, TileMap::INVALID_CELL);
}
}
}
return true;
}
2014-02-10 02:10:30 +01:00
if (tool==TOOL_ERASING) {
2014-04-19 21:46:52 +02:00
if (!paint_undo.has(over_tile)) {
paint_undo[over_tile]=_get_op_from_cell(over_tile);
2014-04-19 21:46:52 +02:00
}
_set_cell(over_tile, TileMap::INVALID_CELL);
2014-02-10 02:10:30 +01:00
return true;
}
if (tool==TOOL_PICKING && Input::get_singleton()->is_mouse_button_pressed(BUTTON_LEFT)) {
_pick_tile(over_tile);
2014-02-10 02:10:30 +01:00
return true;
}
2014-02-10 02:10:30 +01:00
} break;
case InputEvent::KEY: {
const InputEventKey &k = p_event.key;
if (!k.pressed)
break;
2014-02-10 02:10:30 +01:00
if (k.scancode==KEY_ESCAPE) {
2014-02-10 02:10:30 +01:00
if (tool==TOOL_DUPLICATING)
copydata.clear();
else if (tool==TOOL_SELECTING || selection_active)
selection_active=false;
2014-02-10 02:10:30 +01:00
tool=TOOL_NONE;
2014-02-10 02:10:30 +01:00
canvas_item_editor->update();
2014-02-10 02:10:30 +01:00
return true;
}
if (tool!=TOOL_NONE || !mouse_over)
return false;
2014-02-10 02:10:30 +01:00
if (k.scancode==KEY_DELETE) {
_menu_option(OPTION_ERASE_SELECTION);
2014-02-10 02:10:30 +01:00
return true;
}
if (k.mod.command) {
2014-02-10 02:10:30 +01:00
if (k.scancode==KEY_F) {
2014-02-10 02:10:30 +01:00
search_box->select_all();
search_box->grab_focus();
2014-02-10 02:10:30 +01:00
return true;
}
if (k.scancode==KEY_B) {
2014-02-10 02:10:30 +01:00
tool=TOOL_SELECTING;
selection_active=false;
2014-02-10 02:10:30 +01:00
canvas_item_editor->update();
return true;
}
if (k.scancode==KEY_D) {
_update_copydata();
if (selection_active) {
tool=TOOL_DUPLICATING;
2014-02-10 02:10:30 +01:00
canvas_item_editor->update();
return true;
}
}
} else {
2014-02-10 02:10:30 +01:00
if (k.scancode==KEY_A) {
2014-02-10 02:10:30 +01:00
flip_h=!flip_h;
mirror_x->set_pressed(flip_h);
canvas_item_editor->update();
return true;
}
if (k.scancode==KEY_S) {
flip_v=!flip_v;
mirror_y->set_pressed(flip_v);
canvas_item_editor->update();
return true;
}
}
2014-02-10 02:10:30 +01:00
} break;
}
return false;
}
2014-02-10 02:10:30 +01:00
void TileMapEditor::_canvas_draw() {
if (!node)
return;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Matrix32 cell_xf = node->get_cell_transform();
2014-02-10 02:10:30 +01:00
Matrix32 xform = CanvasItemEditor::get_singleton()->get_canvas_transform() * node->get_global_transform();
Matrix32 xform_inv = xform.affine_inverse();
Size2 screen_size=canvas_item_editor->get_size();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
{
Rect2 aabb;
aabb.pos=node->world_to_map(xform_inv.xform(Vector2()));
aabb.expand_to(node->world_to_map(xform_inv.xform(Vector2(0,screen_size.height))));
aabb.expand_to(node->world_to_map(xform_inv.xform(Vector2(screen_size.width,0))));
aabb.expand_to(node->world_to_map(xform_inv.xform(screen_size)));
Rect2i si=aabb.grow(1.0);
2014-02-10 02:10:30 +01:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
if (node->get_half_offset()!=TileMap::HALF_OFFSET_X) {
2014-02-10 02:10:30 +01:00
int max_lines=2000; //avoid crash if size too smal
for (int i=(si.pos.x)-1;i<=(si.pos.x+si.size.x);i++) {
2014-02-10 02:10:30 +01:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 from = xform.xform(node->map_to_world(Vector2(i,si.pos.y)));
Vector2 to = xform.xform(node->map_to_world(Vector2(i,si.pos.y+si.size.y+1)));
2014-02-10 02:10:30 +01:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
if (max_lines--==0)
break;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
} else {
2014-02-10 02:10:30 +01:00
int max_lines=10000; //avoid crash if size too smal
2014-02-10 02:10:30 +01:00
for (int i=(si.pos.x)-1;i<=(si.pos.x+si.size.x);i++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
for (int j=(si.pos.y)-1;j<=(si.pos.y+si.size.y);j++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 ofs;
if (ABS(j)&1) {
ofs=cell_xf[0]*0.5;
}
Vector2 from = xform.xform(node->map_to_world(Vector2(i,j),true)+ofs);
Vector2 to = xform.xform(node->map_to_world(Vector2(i,j+1),true)+ofs);
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
if (max_lines--==0)
break;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
}
}
int max_lines=10000; //avoid crash if size too smal
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
if (node->get_half_offset()!=TileMap::HALF_OFFSET_Y) {
for (int i=(si.pos.y)-1;i<=(si.pos.y+si.size.y);i++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 from = xform.xform(node->map_to_world(Vector2(si.pos.x,i)));
Vector2 to = xform.xform(node->map_to_world(Vector2(si.pos.x+si.size.x+1,i)));
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
if (max_lines--==0)
break;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
} else {
for (int i=(si.pos.y)-1;i<=(si.pos.y+si.size.y);i++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
for (int j=(si.pos.x)-1;j<=(si.pos.x+si.size.x);j++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 ofs;
if (ABS(j)&1) {
ofs=cell_xf[1]*0.5;
}
Vector2 from = xform.xform(node->map_to_world(Vector2(j,i),true)+ofs);
Vector2 to = xform.xform(node->map_to_world(Vector2(j+1,i),true)+ofs);
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
if (max_lines--==0)
break;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
}
}
}
2014-02-10 02:10:30 +01:00
}
if (selection_active) {
Vector<Vector2> points;
points.push_back( xform.xform( node->map_to_world(( rectangle.pos ) )));
points.push_back( xform.xform( node->map_to_world((rectangle.pos+Point2(rectangle.size.x+1,0)) ) ));
points.push_back( xform.xform( node->map_to_world((rectangle.pos+Point2(rectangle.size.x+1,rectangle.size.y+1)) ) ));
points.push_back( xform.xform( node->map_to_world((rectangle.pos+Point2(0,rectangle.size.y+1)) ) ));
2014-02-10 02:10:30 +01:00
canvas_item_editor->draw_colored_polygon(points, Color(0.2,0.8,1,0.4));
2014-02-10 02:10:30 +01:00
}
if (mouse_over){
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
Vector2 endpoints[4]={
node->map_to_world(over_tile, true),
node->map_to_world((over_tile+Point2(1,0)), true),
node->map_to_world((over_tile+Point2(1,1)), true),
node->map_to_world((over_tile+Point2(0,1)), true)
2014-02-10 02:10:30 +01:00
};
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
for (int i=0;i<4;i++) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
if (node->get_half_offset()==TileMap::HALF_OFFSET_X && ABS(over_tile.y)&1)
endpoints[i]+=cell_xf[0]*0.5;
if (node->get_half_offset()==TileMap::HALF_OFFSET_Y && ABS(over_tile.x)&1)
endpoints[i]+=cell_xf[1]*0.5;
endpoints[i]=xform.xform(endpoints[i]);
}
2014-02-10 02:10:30 +01:00
Color col;
if (node->get_cell(over_tile.x,over_tile.y)!=TileMap::INVALID_CELL)
col=Color(0.2,0.8,1.0,0.8);
else
col=Color(1.0,0.4,0.2,0.8);
for (int i=0;i<4;i++)
2014-02-10 02:10:30 +01:00
canvas_item_editor->draw_line(endpoints[i],endpoints[(i+1)%4],col,2);
2016-03-12 14:34:34 +01:00
if (tool==TOOL_SELECTING || tool==TOOL_PICKING || tool==TOOL_BUCKET) {
2014-02-10 02:10:30 +01:00
return;
}
if (tool==TOOL_LINE_PAINT) {
if (paint_undo.empty())
return;
int id = get_selected_tile();
if (id==TileMap::INVALID_CELL)
return;
for (Map<Point2i, CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
_draw_cell(id, E->key(), flip_h, flip_v, transpose, xform);
}
} else if (tool==TOOL_RECTANGLE_PAINT) {
2014-02-10 02:10:30 +01:00
int id = get_selected_tile();
2014-02-10 02:10:30 +01:00
if (id==TileMap::INVALID_CELL)
return;
2014-02-10 02:10:30 +01:00
for (int i=rectangle.pos.y;i<=rectangle.pos.y+rectangle.size.y;i++) {
for (int j=rectangle.pos.x;j<=rectangle.pos.x+rectangle.size.x;j++) {
2014-02-10 02:10:30 +01:00
_draw_cell(id, Point2i(j, i), flip_h, flip_v, transpose, xform);
}
}
} else if (tool==TOOL_DUPLICATING) {
if (copydata.empty())
return;
Ref<TileSet> ts = node->get_tileset();
if (ts.is_null())
return;
Point2 ofs = over_tile-rectangle.pos;
for (List<TileData>::Element *E=copydata.front();E;E=E->next()) {
if (!ts->has_tile(E->get().cell))
continue;
TileData tcd = E->get();
_draw_cell(tcd.cell, tcd.pos+ofs, tcd.flip_h, tcd.flip_v, tcd.transpose, xform);
}
Rect2i duplicate=rectangle;
duplicate.pos=over_tile;
Vector<Vector2> points;
points.push_back( xform.xform( node->map_to_world(duplicate.pos ) ));
points.push_back( xform.xform( node->map_to_world((duplicate.pos+Point2(duplicate.size.x+1,0)) ) ));
points.push_back( xform.xform( node->map_to_world((duplicate.pos+Point2(duplicate.size.x+1,duplicate.size.y+1))) ));
points.push_back( xform.xform( node->map_to_world((duplicate.pos+Point2(0,duplicate.size.y+1))) ));
canvas_item_editor->draw_colored_polygon(points, Color(0.2,1.0,0.8,0.2));
} else {
2014-02-10 02:10:30 +01:00
int st = get_selected_tile();
2014-02-10 02:10:30 +01:00
if (st==TileMap::INVALID_CELL)
return;
2014-02-10 02:10:30 +01:00
_draw_cell(st, over_tile, flip_h, flip_v, transpose, xform);
2014-02-10 02:10:30 +01:00
}
}
}
void TileMapEditor::edit(Node *p_tile_map) {
search_box->set_text("");
2014-02-10 02:10:30 +01:00
if (!canvas_item_editor) {
canvas_item_editor=CanvasItemEditor::get_singleton()->get_viewport_control();
}
2014-04-19 21:46:52 +02:00
if (node)
node->disconnect("settings_changed",this,"_tileset_settings_changed");
2014-02-10 02:10:30 +01:00
if (p_tile_map) {
node=p_tile_map->cast_to<TileMap>();
if (!canvas_item_editor->is_connected("draw",this,"_canvas_draw"))
canvas_item_editor->connect("draw",this,"_canvas_draw");
if (!canvas_item_editor->is_connected("mouse_enter",this,"_canvas_mouse_enter"))
canvas_item_editor->connect("mouse_enter",this,"_canvas_mouse_enter");
if (!canvas_item_editor->is_connected("mouse_exit",this,"_canvas_mouse_exit"))
canvas_item_editor->connect("mouse_exit",this,"_canvas_mouse_exit");
_update_palette();
} else {
node=NULL;
if (canvas_item_editor->is_connected("draw",this,"_canvas_draw"))
canvas_item_editor->disconnect("draw",this,"_canvas_draw");
if (canvas_item_editor->is_connected("mouse_enter",this,"_canvas_mouse_enter"))
canvas_item_editor->disconnect("mouse_enter",this,"_canvas_mouse_enter");
if (canvas_item_editor->is_connected("mouse_exit",this,"_canvas_mouse_exit"))
canvas_item_editor->disconnect("mouse_exit",this,"_canvas_mouse_exit");
_update_palette();
}
2014-04-19 21:46:52 +02:00
if (node)
node->connect("settings_changed",this,"_tileset_settings_changed");
}
void TileMapEditor::_tileset_settings_changed() {
2014-02-10 02:10:30 +01:00
2014-04-19 21:46:52 +02:00
_update_palette();
2014-04-19 21:46:52 +02:00
if (canvas_item_editor)
canvas_item_editor->update();
2014-02-10 02:10:30 +01:00
}
void TileMapEditor::_icon_size_changed(float p_value) {
if (node) {
2016-05-27 18:54:46 +02:00
palette->set_icon_scale(p_value);
_update_palette();
}
}
2014-02-10 02:10:30 +01:00
void TileMapEditor::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_text_entered"),&TileMapEditor::_text_entered);
ObjectTypeDB::bind_method(_MD("_text_changed"),&TileMapEditor::_text_changed);
ObjectTypeDB::bind_method(_MD("_sbox_input"),&TileMapEditor::_sbox_input);
2014-02-10 02:10:30 +01:00
ObjectTypeDB::bind_method(_MD("_menu_option"),&TileMapEditor::_menu_option);
ObjectTypeDB::bind_method(_MD("_canvas_draw"),&TileMapEditor::_canvas_draw);
ObjectTypeDB::bind_method(_MD("_canvas_mouse_enter"),&TileMapEditor::_canvas_mouse_enter);
ObjectTypeDB::bind_method(_MD("_canvas_mouse_exit"),&TileMapEditor::_canvas_mouse_exit);
2014-04-19 21:46:52 +02:00
ObjectTypeDB::bind_method(_MD("_tileset_settings_changed"),&TileMapEditor::_tileset_settings_changed);
ObjectTypeDB::bind_method(_MD("_update_transform_buttons"),&TileMapEditor::_update_transform_buttons);
2016-03-12 14:34:34 +01:00
ObjectTypeDB::bind_method(_MD("_fill_points"),&TileMapEditor::_fill_points);
ObjectTypeDB::bind_method(_MD("_erase_points"),&TileMapEditor::_erase_points);
ObjectTypeDB::bind_method(_MD("_icon_size_changed"), &TileMapEditor::_icon_size_changed);
2014-02-10 02:10:30 +01:00
}
TileMapEditor::CellOp TileMapEditor::_get_op_from_cell(const Point2i& p_pos)
{
CellOp op;
op.idx = node->get_cell(p_pos.x,p_pos.y);
if (op.idx!=TileMap::INVALID_CELL) {
if (node->is_cell_x_flipped(p_pos.x,p_pos.y))
op.xf=true;
if (node->is_cell_y_flipped(p_pos.x,p_pos.y))
op.yf=true;
if (node->is_cell_transposed(p_pos.x,p_pos.y))
op.tr=true;
}
return op;
}
void TileMapEditor::_update_transform_buttons(Object *p_button) {
//ERR_FAIL_NULL(p_button);
ToolButton *b=p_button->cast_to<ToolButton>();
//ERR_FAIL_COND(!b);
2015-06-22 15:05:03 +02:00
2015-02-02 13:28:10 +01:00
if (b == rotate_0) {
mirror_x->set_pressed(false);
mirror_y->set_pressed(false);
transp->set_pressed(false);
2015-02-02 13:28:10 +01:00
}
else if (b == rotate_90) {
mirror_x->set_pressed(true);
mirror_y->set_pressed(false);
transp->set_pressed(true);
2015-02-02 13:28:10 +01:00
}
else if (b == rotate_180) {
mirror_x->set_pressed(true);
mirror_y->set_pressed(true);
transp->set_pressed(false);
2015-02-02 13:28:10 +01:00
}
else if (b == rotate_270) {
mirror_x->set_pressed(false);
mirror_y->set_pressed(true);
transp->set_pressed(true);
2015-02-02 13:28:10 +01:00
}
2015-06-22 15:05:03 +02:00
flip_h=mirror_x->is_pressed();
flip_v=mirror_y->is_pressed();
transpose=transp->is_pressed();
rotate_0->set_pressed(!flip_h && !flip_v && !transpose);
rotate_90->set_pressed(flip_h && !flip_v && transpose);
rotate_180->set_pressed(flip_h && flip_v && !transpose);
rotate_270->set_pressed(!flip_h && flip_v && transpose);
}
2014-02-10 02:10:30 +01:00
TileMapEditor::TileMapEditor(EditorNode *p_editor) {
2014-04-19 21:46:52 +02:00
node=NULL;
2014-02-10 02:10:30 +01:00
canvas_item_editor=NULL;
editor=p_editor;
undo_redo=editor->get_undo_redo();
tool=TOOL_NONE;
selection_active=false;
mouse_over=false;
flip_h=false;
flip_v=false;
transpose=false;
search_box = memnew( LineEdit );
search_box->set_h_size_flags(SIZE_EXPAND_FILL);
search_box->connect("text_entered", this, "_text_entered");
search_box->connect("text_changed", this, "_text_changed");
search_box->connect("input_event", this, "_sbox_input");
add_child(search_box);
size_slider = memnew( HSlider );
size_slider->set_h_size_flags(SIZE_EXPAND_FILL);
size_slider->set_min(0.1f);
size_slider->set_max(4.0f);
size_slider->set_step(0.1f);
size_slider->set_val(1.0f);
size_slider->connect("value_changed", this, "_icon_size_changed");
add_child(size_slider);
int mw = EDITOR_DEF("tile_map/palette_min_width", 80);
2015-06-22 15:05:03 +02:00
// Add tile palette
2015-06-22 15:05:03 +02:00
palette = memnew( ItemList );
palette->set_v_size_flags(SIZE_EXPAND_FILL);
palette->set_custom_minimum_size(Size2(mw,0));
add_child(palette);
2014-02-10 02:10:30 +01:00
// Add menu items
toolbar = memnew( HBoxContainer );
toolbar->set_h_size_flags(SIZE_EXPAND_FILL);
toolbar->set_alignment(BoxContainer::ALIGN_END);
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(toolbar);
options = memnew( MenuButton );
options->set_text("Tile Map");
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("TileMap", "EditorIcons"));
options->set_process_unhandled_key_input(false);
PopupMenu *p = options->get_popup();
p->add_item(TTR("Bucket"), OPTION_BUCKET);
2016-03-12 14:34:34 +01:00
p->add_separator();
p->add_item(TTR("Pick Tile"), OPTION_PICK_TILE, KEY_CONTROL);
p->add_separator();
p->add_item(TTR("Select"), OPTION_SELECT, KEY_MASK_CMD+KEY_B);
p->add_item(TTR("Duplicate Selection"), OPTION_DUPLICATE, KEY_MASK_CMD+KEY_D);
p->add_item(TTR("Erase Selection"), OPTION_ERASE_SELECTION, KEY_DELETE);
p->connect("item_pressed", this, "_menu_option");
toolbar->add_child(options);
toolbar->add_child( memnew( VSeparator ) );
transp = memnew( ToolButton );
transp->set_toggle_mode(true);
transp->set_tooltip(TTR("Transpose"));
transp->set_focus_mode(FOCUS_NONE);
transp->connect("pressed", this, "_update_transform_buttons", make_binds(transp));
toolbar->add_child(transp);
2014-02-10 02:10:30 +01:00
mirror_x = memnew( ToolButton );
mirror_x->set_toggle_mode(true);
mirror_x->set_tooltip(TTR("Mirror X (A)"));
2014-02-10 02:10:30 +01:00
mirror_x->set_focus_mode(FOCUS_NONE);
mirror_x->connect("pressed", this, "_update_transform_buttons", make_binds(mirror_x));
toolbar->add_child(mirror_x);
2014-02-10 02:10:30 +01:00
mirror_y = memnew( ToolButton );
mirror_y->set_toggle_mode(true);
mirror_y->set_tooltip(TTR("Mirror Y (S)"));
2014-02-10 02:10:30 +01:00
mirror_y->set_focus_mode(FOCUS_NONE);
mirror_y->connect("pressed", this, "_update_transform_buttons", make_binds(mirror_y));
toolbar->add_child(mirror_y);
toolbar->add_child( memnew( VSeparator ) );
2015-01-19 14:07:25 +01:00
rotate_0 = memnew( ToolButton );
rotate_0->set_toggle_mode(true);
rotate_0->set_tooltip(TTR("Rotate 0 degrees"));
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rotate_0->set_focus_mode(FOCUS_NONE);
rotate_0->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_0));
toolbar->add_child(rotate_0);
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rotate_90 = memnew( ToolButton );
rotate_90->set_toggle_mode(true);
rotate_90->set_tooltip(TTR("Rotate 90 degrees"));
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rotate_90->set_focus_mode(FOCUS_NONE);
rotate_90->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_90));
toolbar->add_child(rotate_90);
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rotate_180 = memnew( ToolButton );
rotate_180->set_toggle_mode(true);
rotate_180->set_tooltip(TTR("Rotate 180 degrees"));
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rotate_180->set_focus_mode(FOCUS_NONE);
rotate_180->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_180));
toolbar->add_child(rotate_180);
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rotate_270 = memnew( ToolButton );
rotate_270->set_toggle_mode(true);
rotate_270->set_tooltip(TTR("Rotate 270 degrees"));
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rotate_270->set_focus_mode(FOCUS_NONE);
rotate_270->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_270));
toolbar->add_child(rotate_270);
toolbar->hide();
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rotate_0->set_pressed(true);
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}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
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void TileMapEditorPlugin::edit(Object *p_object) {
tile_map_editor->edit(p_object->cast_to<Node>());
}
bool TileMapEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("TileMap");
}
void TileMapEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
tile_map_editor->show();
tile_map_editor->get_toolbar()->show();
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} else {
tile_map_editor->hide();
tile_map_editor->get_toolbar()->hide();
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tile_map_editor->edit(NULL);
}
}
TileMapEditorPlugin::TileMapEditorPlugin(EditorNode *p_node) {
EDITOR_DEF("tile_map/preview_size",64);
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tile_map_editor = memnew( TileMapEditor(p_node) );
add_control_to_container(CONTAINER_CANVAS_EDITOR_SIDE, tile_map_editor);
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tile_map_editor->hide();
}
TileMapEditorPlugin::~TileMapEditorPlugin()
{
}