/*************************************************************************/ /* sprite_frames_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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 "tools/editor/editor_plugin.h" #include "tools/editor/editor_node.h" #include "scene/gui/tree.h" #include "scene/2d/animated_sprite.h" #include "scene/gui/file_dialog.h" #include "scene/gui/dialogs.h" #include "scene/gui/split_container.h" class SpriteFramesEditor : public PanelContainer { GDCLASS(SpriteFramesEditor, PanelContainer ); Button *load; Button *_delete; Button *paste; Button *empty; Button *empty2; Button *move_up; Button *move_down; ItemList *tree; bool loading_scene; int sel; HSplitContainer *split; Button *new_anim; Button *remove_anim; Tree *animations; SpinBox *anim_speed; CheckButton *anim_loop; EditorFileDialog *file; AcceptDialog *dialog; SpriteFrames *frames; StringName edited_anim; void _load_pressed(); void _load_scene_pressed(); void _file_load_request(const PoolVector& p_path, int p_at_pos=-1); void _paste_pressed(); void _empty_pressed(); void _empty2_pressed(); void _delete_pressed(); void _delete_confirm_pressed(); void _up_pressed(); void _down_pressed(); void _update_library(bool p_skip_selector=false); void _item_edited(); void _animation_select(); void _animation_name_edited(); void _animation_add(); void _animation_remove(); void _animation_loop_changed(); void _animation_fps_changed(double p_value); bool updating; UndoRedo *undo_redo; bool _is_drop_valid(const Dictionary& p_drag_data, const Dictionary& p_item_data) const; 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); protected: void _notification(int p_what); void _input_event(InputEvent p_event); static void _bind_methods(); public: void set_undo_redo(UndoRedo *p_undo_redo) {undo_redo=p_undo_redo; } void edit(SpriteFrames* p_frames); SpriteFramesEditor(); }; class SpriteFramesEditorPlugin : public EditorPlugin { GDCLASS( SpriteFramesEditorPlugin, EditorPlugin ); SpriteFramesEditor *frames_editor; EditorNode *editor; Button *button; public: virtual String get_name() const { return "SpriteFrames"; } 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); SpriteFramesEditorPlugin(EditorNode *p_node); ~SpriteFramesEditorPlugin(); }; #endif // SPRITE_FRAMES_EDITOR_PLUGIN_H