virtualx-engine/editor/plugins/skeleton_2d_editor_plugin.cpp

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/*************************************************************************/
/* skeleton_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). */
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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 "skeleton_2d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/gui/box_container.h"
#include "thirdparty/misc/clipper.hpp"
void Skeleton2DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
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node = nullptr;
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options->hide();
}
}
void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
node = p_sprite;
}
void Skeleton2DEditor::_menu_option(int p_option) {
if (!node) {
return;
}
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switch (p_option) {
case MENU_OPTION_MAKE_REST: {
if (node->get_bone_count() == 0) {
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
err_dialog->popup_centered();
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return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Create Rest Pose from Bones"));
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for (int i = 0; i < node->get_bone_count(); i++) {
Bone2D *bone = node->get_bone(i);
ur->add_do_method(bone, "set_rest", bone->get_transform());
ur->add_undo_method(bone, "set_rest", bone->get_rest());
}
ur->commit_action();
} break;
case MENU_OPTION_SET_REST: {
if (node->get_bone_count() == 0) {
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
err_dialog->popup_centered();
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return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action(TTR("Set Rest Pose to Bones"));
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for (int i = 0; i < node->get_bone_count(); i++) {
Bone2D *bone = node->get_bone(i);
ur->add_do_method(bone, "set_transform", bone->get_rest());
ur->add_undo_method(bone, "set_transform", bone->get_transform());
}
ur->commit_action();
} break;
}
}
void Skeleton2DEditor::_bind_methods() {
}
Skeleton2DEditor::Skeleton2DEditor() {
options = memnew(MenuButton);
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
options->set_text(TTR("Skeleton2D"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Skeleton2D", "EditorIcons"));
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options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
options->get_popup()->add_separator();
options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
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options->set_switch_on_hover(true);
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options->get_popup()->connect("id_pressed", callable_mp(this, &Skeleton2DEditor::_menu_option));
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err_dialog = memnew(AcceptDialog);
add_child(err_dialog);
}
void Skeleton2DEditorPlugin::edit(Object *p_object) {
sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
}
bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Skeleton2D");
}
void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
sprite_editor->options->show();
} else {
sprite_editor->options->hide();
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sprite_editor->edit(nullptr);
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}
}
Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
editor = p_node;
sprite_editor = memnew(Skeleton2DEditor);
editor->get_viewport()->add_child(sprite_editor);
make_visible(false);
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//sprite_editor->options->hide();
}
Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
}