49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
117 lines
4.1 KiB
C++
117 lines
4.1 KiB
C++
/*************************************************************************/
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/* sprite_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 SPRITE_EDITOR_PLUGIN_H
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#define SPRITE_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/sprite.h"
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#include "scene/gui/spin_box.h"
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class SpriteEditor : public Control {
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GDCLASS(SpriteEditor, Control);
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enum Menu {
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MENU_OPTION_CONVERT_TO_MESH_2D,
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MENU_OPTION_CONVERT_TO_POLYGON_2D,
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MENU_OPTION_CREATE_COLLISION_POLY_2D,
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MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D
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};
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Menu selected_menu_item;
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Sprite *node;
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MenuButton *options;
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ConfirmationDialog *outline_dialog;
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AcceptDialog *err_dialog;
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ConfirmationDialog *debug_uv_dialog;
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Control *debug_uv;
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Vector<Vector2> uv_lines;
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Vector<Vector<Vector2> > outline_lines;
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Vector<Vector<Vector2> > computed_outline_lines;
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Vector<Vector2> computed_vertices;
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Vector<Vector2> computed_uv;
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Vector<int> computed_indices;
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SpinBox *simplification;
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SpinBox *grow_pixels;
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SpinBox *shrink_pixels;
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Button *update_preview;
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void _menu_option(int p_option);
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//void _create_uv_lines();
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friend class SpriteEditorPlugin;
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void _debug_uv_draw();
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void _update_mesh_data();
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void _create_node();
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void _convert_to_mesh_2d_node();
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void _convert_to_polygon_2d_node();
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void _create_collision_polygon_2d_node();
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void _create_light_occluder_2d_node();
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void _add_as_sibling_or_child(Node *p_own_node, Node *p_new_node);
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protected:
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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void edit(Sprite *p_sprite);
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SpriteEditor();
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};
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class SpriteEditorPlugin : public EditorPlugin {
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GDCLASS(SpriteEditorPlugin, EditorPlugin);
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SpriteEditor *sprite_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Sprite"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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SpriteEditorPlugin(EditorNode *p_node);
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~SpriteEditorPlugin();
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};
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#endif // SPRITE_EDITOR_PLUGIN_H
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