/*************************************************************************/ /* canvas_item_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 CONTROL_EDITOR_PLUGIN_H #define CONTROL_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/2d/canvas_item.h" #include "scene/gui/box_container.h" #include "scene/gui/check_box.h" #include "scene/gui/label.h" #include "scene/gui/panel_container.h" #include "scene/gui/spin_box.h" /** @author Juan Linietsky */ class CanvasItemEditorViewport; class CanvasItemEditorSelectedItem : public Object { GDCLASS(CanvasItemEditorSelectedItem, Object); public: Variant undo_state; Vector2 undo_pivot; Transform2D prev_xform; float prev_rot; Rect2 prev_rect; Vector2 prev_pivot; float prev_anchors[4]; Transform2D pre_drag_xform; CanvasItemEditorSelectedItem() { prev_rot = 0; } }; class CanvasItemEditor : public VBoxContainer { GDCLASS(CanvasItemEditor, VBoxContainer); EditorNode *editor; enum Tool { TOOL_SELECT, TOOL_LIST_SELECT, TOOL_MOVE, TOOL_ROTATE, TOOL_EDIT_PIVOT, TOOL_PAN, TOOL_MAX }; enum MenuOption { SNAP_USE, SNAP_SHOW_GRID, SNAP_USE_ROTATION, SNAP_RELATIVE, SNAP_CONFIGURE, SNAP_USE_PIXEL, ZOOM_IN, ZOOM_OUT, ZOOM_RESET, ZOOM_SET, LOCK_SELECTED, UNLOCK_SELECTED, GROUP_SELECTED, UNGROUP_SELECTED, ANCHOR_ALIGN_TOP_LEFT, ANCHOR_ALIGN_TOP_RIGHT, ANCHOR_ALIGN_BOTTOM_LEFT, ANCHOR_ALIGN_BOTTOM_RIGHT, ANCHOR_ALIGN_CENTER_LEFT, ANCHOR_ALIGN_CENTER_RIGHT, ANCHOR_ALIGN_CENTER_TOP, ANCHOR_ALIGN_CENTER_BOTTOM, ANCHOR_ALIGN_CENTER, ANCHOR_ALIGN_TOP_WIDE, ANCHOR_ALIGN_LEFT_WIDE, ANCHOR_ALIGN_RIGHT_WIDE, ANCHOR_ALIGN_BOTTOM_WIDE, ANCHOR_ALIGN_VCENTER_WIDE, ANCHOR_ALIGN_HCENTER_WIDE, ANCHOR_ALIGN_WIDE, ANCHOR_ALIGN_WIDE_FIT, ANIM_INSERT_KEY, ANIM_INSERT_KEY_EXISTING, ANIM_INSERT_POS, ANIM_INSERT_ROT, ANIM_INSERT_SCALE, ANIM_COPY_POSE, ANIM_PASTE_POSE, ANIM_CLEAR_POSE, VIEW_CENTER_TO_SELECTION, VIEW_FRAME_TO_SELECTION, SKELETON_MAKE_BONES, SKELETON_CLEAR_BONES, SKELETON_SHOW_BONES, SKELETON_SET_IK_CHAIN, SKELETON_CLEAR_IK_CHAIN }; enum DragType { DRAG_NONE, DRAG_LEFT, DRAG_TOP_LEFT, DRAG_TOP, DRAG_TOP_RIGHT, DRAG_RIGHT, DRAG_BOTTOM_RIGHT, DRAG_BOTTOM, DRAG_BOTTOM_LEFT, DRAG_ANCHOR_TOP_LEFT, DRAG_ANCHOR_TOP_RIGHT, DRAG_ANCHOR_BOTTOM_RIGHT, DRAG_ANCHOR_BOTTOM_LEFT, DRAG_ANCHOR_ALL, DRAG_ALL, DRAG_ROTATE, DRAG_PIVOT, DRAG_NODE_2D, }; enum KeyMoveMODE { MOVE_VIEW_BASE, MOVE_LOCAL_BASE, MOVE_LOCAL_WITH_ROT }; EditorSelection *editor_selection; bool additive_selection; Tool tool; bool first_update; Control *viewport; bool can_move_pivot; HScrollBar *h_scroll; VScrollBar *v_scroll; HBoxContainer *hb; Transform2D transform; float zoom; Vector2 snap_offset; Vector2 snap_step; float snap_rotation_step; float snap_rotation_offset; bool snap_grid; bool snap_show_grid; bool snap_rotation; bool snap_relative; bool snap_pixel; bool skeleton_show_bones; bool box_selecting; Point2 box_selecting_to; bool key_pos; bool key_rot; bool key_scale; void _tool_select(int p_index); MenuOption last_option; struct _SelectResult { CanvasItem *item; float z; bool has_z; _FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const { return has_z && p_rr.has_z ? p_rr.z < z : p_rr.has_z; } }; Vector<_SelectResult> selection_results; struct LockList { Point2 pos; bool lock; bool group; LockList() { lock = false; group = false; } }; List lock_list; struct BoneList { Transform2D xform; Vector2 from; Vector2 to; ObjectID bone; uint64_t last_pass; }; uint64_t bone_last_frame; Map bone_list; Transform2D bone_orig_xform; struct BoneIK { Variant orig_state; Vector2 pos; float len; Node2D *node; }; List bone_ik_list; struct PoseClipboard { Vector2 pos; Vector2 scale; float rot; ObjectID id; }; List pose_clipboard; ToolButton *select_button; ToolButton *list_select_button; ToolButton *move_button; ToolButton *rotate_button; ToolButton *pivot_button; ToolButton *pan_button; ToolButton *lock_button; ToolButton *unlock_button; ToolButton *group_button; ToolButton *ungroup_button; MenuButton *edit_menu; PopupMenu *skeleton_menu; MenuButton *view_menu; HBoxContainer *animation_hb; MenuButton *animation_menu; MenuButton *anchor_menu; Button *key_loc_button; Button *key_rot_button; Button *key_scale_button; Button *key_insert_button; PopupMenu *selection_menu; //PopupMenu *popup; DragType drag; Point2 drag_from; Point2 drag_point_from; bool updating_value_dialog; Point2 display_rotate_from; Point2 display_rotate_to; Ref select_sb; Ref select_handle; Ref anchor_handle; int handle_len; bool _is_part_of_subscene(CanvasItem *p_item); void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform, Vector<_SelectResult> &r_items, int limit = 0); void _find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform, List *r_items); void _select_click_on_empty_area(Point2 p_click_pos, bool p_append, bool p_box_selection); bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append, bool p_drag); ConfirmationDialog *snap_dialog; AcceptDialog *value_dialog; Label *dialog_label; SpinBox *dialog_val; CanvasItem *ref_item; void _edit_set_pivot(const Vector2 &mouse_pos); void _add_canvas_item(CanvasItem *p_canvas_item); void _remove_canvas_item(CanvasItem *p_canvas_item); void _clear_canvas_items(); void _key_move(const Vector2 &p_dir, bool p_snap, KeyMoveMODE p_move_mode); void _list_select(const Ref &b); DragType _get_resize_handle_drag_type(const Point2 &p_click, Vector2 &r_point); void _prepare_drag(const Point2 &p_click_pos); DragType _get_anchor_handle_drag_type(const Point2 &p_click, Vector2 &r_point); float _anchor_snap(float p_anchor, bool *p_snapped = NULL, float p_opposite_anchor = -1); Vector2 _anchor_to_position(Control *p_control, Vector2 anchor); Vector2 _position_to_anchor(Control *p_control, Vector2 position); void _popup_callback(int p_op); bool updating_scroll; void _update_scroll(float); void _update_scrollbars(); void _update_cursor(); void incbeg(float &beg, float &end, float inc, float minsize, bool p_symmetric); void incend(float &beg, float &end, float inc, float minsize, bool p_symmetric); void _append_canvas_item(CanvasItem *p_item); void _dialog_value_changed(double); void _snap_changed(); void _selection_result_pressed(int); void _selection_menu_hide(); UndoRedo *undo_redo; Point2 _find_topleftmost_point(); void _find_canvas_items_span(Node *p_node, Rect2 &r_rect, const Transform2D &p_xform); Object *_get_editor_data(Object *p_what); CanvasItem *get_single_item(); int get_item_count(); void _keying_changed(); void _unhandled_key_input(const Ref &p_ev); void _draw_percentage_at_position(float p_value, Point2 p_position, Margin p_side); void _viewport_gui_input(const Ref &p_event); void _viewport_draw(); void _focus_selection(int p_op); void _set_anchors_preset(Control::LayoutPreset p_preset); void _set_full_rect(); HSplitContainer *palette_split; VSplitContainer *bottom_split; friend class CanvasItemEditorPlugin; protected: void _notification(int p_what); static void _bind_methods(); void end_drag(); void box_selection_start(Point2 &click); bool box_selection_end(); HBoxContainer *get_panel_hb() { return hb; } struct compare_items_x { bool operator()(const CanvasItem *a, const CanvasItem *b) const { return a->get_global_transform().elements[2].x < b->get_global_transform().elements[2].x; } }; struct compare_items_y { bool operator()(const CanvasItem *a, const CanvasItem *b) const { return a->get_global_transform().elements[2].y < b->get_global_transform().elements[2].y; } }; struct proj_vector2_x { float get(const Vector2 &v) { return v.x; } void set(Vector2 &v, float f) { v.x = f; } }; struct proj_vector2_y { float get(const Vector2 &v) { return v.y; } void set(Vector2 &v, float f) { v.y = f; } }; template void space_selected_items(); static CanvasItemEditor *singleton; public: Vector2 snap_point(Vector2 p_target, Vector2 p_start = Vector2(0, 0)) const; float snap_angle(float p_target, float p_start = 0) const; Transform2D get_canvas_transform() const { return transform; } static CanvasItemEditor *get_singleton() { return singleton; } Dictionary get_state() const; void set_state(const Dictionary &p_state); void add_control_to_menu_panel(Control *p_control); HSplitContainer *get_palette_split(); VSplitContainer *get_bottom_split(); Control *get_viewport_control() { return viewport; } void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void edit(CanvasItem *p_canvas_item); void focus_selection(); CanvasItemEditor(EditorNode *p_editor); }; class CanvasItemEditorPlugin : public EditorPlugin { GDCLASS(CanvasItemEditorPlugin, EditorPlugin); CanvasItemEditor *canvas_item_editor; EditorNode *editor; public: virtual String get_name() const { return "2D"; } bool has_main_screen() const { return true; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); virtual Dictionary get_state() const; virtual void set_state(const Dictionary &p_state); CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; } CanvasItemEditorPlugin(EditorNode *p_node); ~CanvasItemEditorPlugin(); }; class CanvasItemEditorViewport : public Control { GDCLASS(CanvasItemEditorViewport, Control); String default_type; Vector types; Vector selected_files; Node *target_node; Point2 drop_pos; EditorNode *editor; EditorData *editor_data; CanvasItemEditor *canvas; Node2D *preview_node; AcceptDialog *accept; WindowDialog *selector; Label *selector_label; Label *label; Label *label_desc; VBoxContainer *btn_group; Ref button_group; void _on_mouse_exit(); void _on_select_type(Object *selected); void _on_change_type(); void _create_preview(const Vector &files) const; void _remove_preview(); bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node); void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point); bool _create_instance(Node *parent, String &path, const Point2 &p_point); void _perform_drop_data(); static void _bind_methods(); protected: void _notification(int p_what); public: virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const; virtual void drop_data(const Point2 &p_point, const Variant &p_data); CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor *p_canvas); ~CanvasItemEditorViewport(); }; #endif