/*************************************************************************/ /* light_occluder_2d_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H #define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/2d/light_occluder_2d.h" #include "scene/gui/button_group.h" #include "scene/gui/tool_button.h" /** @author Juan Linietsky */ class CanvasItemEditor; class LightOccluder2DEditor : public HBoxContainer { GDCLASS(LightOccluder2DEditor, HBoxContainer); UndoRedo *undo_redo; enum Mode { MODE_CREATE, MODE_EDIT, }; Mode mode; ToolButton *button_create; ToolButton *button_edit; CanvasItemEditor *canvas_item_editor; EditorNode *editor; Panel *panel; LightOccluder2D *node; MenuButton *options; int edited_point; Vector2 edited_point_pos; Vector pre_move_edit; Vector wip; bool wip_active; ConfirmationDialog *create_poly; void _wip_close(bool p_closed); void _canvas_draw(); void _menu_option(int p_option); void _create_poly(); protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: Vector2 snap_point(const Vector2 &p_point) const; bool forward_gui_input(const Ref &p_event); void edit(Node *p_collision_polygon); LightOccluder2DEditor(EditorNode *p_editor); }; class LightOccluder2DEditorPlugin : public EditorPlugin { GDCLASS(LightOccluder2DEditorPlugin, EditorPlugin); LightOccluder2DEditor *collision_polygon_editor; EditorNode *editor; public: virtual bool forward_canvas_gui_input(const Transform2D &p_canvas_xform, const Ref &p_event) { return collision_polygon_editor->forward_gui_input(p_event); } virtual String get_name() const { return "LightOccluder2D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); LightOccluder2DEditorPlugin(EditorNode *p_node); ~LightOccluder2DEditorPlugin(); }; #endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H