a3dda2df85
- Move most properties from TileMap to TileSet, - Make TileSet more flexible, supporting more feature (several collision layers, etc...), - Fusion both the TileMap and TileSet editor, - Implement TileSetSources, and thus a new way to index tiles in the TileSet, - Rework the TileSet and TileMap editors completely, - Implement an editor zoom widget (and use it in several places)
114 lines
4.4 KiB
C++
114 lines
4.4 KiB
C++
/*************************************************************************/
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/* tiles_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TILES_EDITOR_PLUGIN_H
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#define TILES_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "scene/gui/box_container.h"
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#include "tile_atlas_view.h"
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#include "tile_map_editor.h"
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#include "tile_set_editor.h"
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class TilesEditor : public VBoxContainer {
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GDCLASS(TilesEditor, VBoxContainer);
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static TilesEditor *singleton;
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private:
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bool tile_map_changed_needs_update = false;
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ObjectID tile_map_id;
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Ref<TileSet> tile_set;
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Button *tileset_tilemap_switch_button;
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Control *tilemap_toolbar;
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TileMapEditor *tilemap_editor;
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TileSetEditor *tileset_editor;
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void _update_switch_button();
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void _update_editors();
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// For synchronization.
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int atlas_sources_lists_current = 0;
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float atlas_view_zoom = 1.0;
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Vector2 atlas_view_scroll = Vector2();
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void _tile_map_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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_FORCE_INLINE_ static TilesEditor *get_singleton() { return singleton; }
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bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) { return tilemap_editor->forward_canvas_gui_input(p_event); }
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void forward_canvas_draw_over_viewport(Control *p_overlay) { tilemap_editor->forward_canvas_draw_over_viewport(p_overlay); }
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// To synchronize the atlas sources lists.
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void set_atlas_sources_lists_current(int p_current);
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void synchronize_atlas_sources_list(Object *p_current);
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void set_atlas_view_transform(float p_zoom, Vector2 p_scroll);
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void synchronize_atlas_view(Object *p_current);
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void edit(Object *p_object);
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TilesEditor(EditorNode *p_editor);
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~TilesEditor();
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};
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class TilesEditorPlugin : public EditorPlugin {
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GDCLASS(TilesEditorPlugin, EditorPlugin);
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private:
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EditorNode *editor_node;
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TilesEditor *tiles_editor;
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Button *tiles_editor_button;
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protected:
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void _notification(int p_what);
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public:
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return tiles_editor->forward_canvas_gui_input(p_event); }
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virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { tiles_editor->forward_canvas_draw_over_viewport(p_overlay); }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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TilesEditorPlugin(EditorNode *p_node);
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~TilesEditorPlugin();
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};
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#endif // TILES_EDITOR_PLUGIN_H
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