/*************************************************************************/ /* collision_polygon_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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 COLLISION_POLYGON_EDITOR_PLUGIN_H #define COLLISION_POLYGON_EDITOR_PLUGIN_H #include "tools/editor/editor_plugin.h" #include "tools/editor/editor_node.h" #include "scene/3d/collision_polygon.h" #include "scene/3d/immediate_geometry.h" #include "scene/3d/mesh_instance.h" #include "scene/gui/tool_button.h" #include "scene/gui/button_group.h" /** @author Juan Linietsky */ #if 0 class CanvasItemEditor; class CollisionPolygonEditor : public HBoxContainer { OBJ_TYPE(CollisionPolygonEditor, HBoxContainer ); UndoRedo *undo_redo; enum Mode { MODE_CREATE, MODE_EDIT, }; Mode mode; ToolButton *button_create; ToolButton *button_edit; Ref line_material; Ref handle_material; EditorNode *editor; Panel *panel; CollisionPolygon *node; ImmediateGeometry *imgeom; MeshInstance *pointsm; Ref m; MenuButton *options; int edited_point; Vector2 edited_point_pos; Vector pre_move_edit; Vector wip; bool wip_active; float prev_depth; void _wip_close(); void _polygon_draw(); void _menu_option(int p_option); protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event); void edit(Node *p_collision_polygon); CollisionPolygonEditor(EditorNode *p_editor); ~CollisionPolygonEditor(); }; class CollisionPolygonEditorPlugin : public EditorPlugin { OBJ_TYPE( CollisionPolygonEditorPlugin, EditorPlugin ); CollisionPolygonEditor *collision_polygon_editor; EditorNode *editor; public: virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event) { return collision_polygon_editor->forward_spatial_input_event(p_camera,p_event); } virtual String get_name() const { return "CollisionPolygon"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_node); virtual bool handles(Object *p_node) const; virtual void make_visible(bool p_visible); CollisionPolygonEditorPlugin(EditorNode *p_node); ~CollisionPolygonEditorPlugin(); }; #endif #endif // COLLISION_POLYGON_EDITOR_PLUGIN_H