/**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef SPRITE_FRAMES_EDITOR_PLUGIN_H #define SPRITE_FRAMES_EDITOR_PLUGIN_H #include "editor/plugins/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" #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" #include "scene/gui/tree.h" #include "scene/resources/image_texture.h" class OptionButton; class EditorFileDialog; class ClipboardSpriteFrames : public Resource { GDCLASS(ClipboardSpriteFrames, Resource); public: struct Frame { Ref texture; float duration; }; Vector frames; }; class SpriteFramesEditor : public HSplitContainer { GDCLASS(SpriteFramesEditor, HSplitContainer); Ref 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 autoplay_icon; Ref stop_icon; Ref pause_icon; Ref 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; bool loading_scene; Vector selection; 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; Label *missing_anim_label = nullptr; VBoxContainer *anim_frames_vb = nullptr; EditorFileDialog *file = nullptr; AcceptDialog *dialog = nullptr; StringName edited_anim; 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 frames_selected; // Key is frame index. Value is selection order. HashSet frames_toggled_by_mouse_hover; Vector> 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; void _load_pressed(); void _file_load_request(const Vector &p_path, int p_at_pos = -1); void _copy_pressed(); void _paste_pressed(); void _paste_frame_array(const Ref &p_clipboard_frames); void _paste_texture(const Ref &p_texture); void _empty_pressed(); void _empty2_pressed(); 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(); 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 &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 _auto_slice_sprite_sheet(); bool _matches_background_color(const Color &p_background_color, const Color &p_pixel_color); Size2i _estimate_sprite_sheet_size(const Ref p_texture); 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 &p_event); void _sheet_scroll_input(const Ref &p_event); void _sheet_add_frames(); 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); protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: void edit(Ref p_frames); Ref get_sprite_frames() const; SpriteFramesEditor(); }; class SpriteFramesEditorPlugin : public EditorPlugin { GDCLASS(SpriteFramesEditorPlugin, EditorPlugin); SpriteFramesEditor *frames_editor = nullptr; Button *button = nullptr; public: 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; SpriteFramesEditorPlugin(); ~SpriteFramesEditorPlugin(); }; #endif // SPRITE_FRAMES_EDITOR_PLUGIN_H