4b7d0c84a1
- Correctly display atlas textures when used by other objects. - Make region handles easier to hit in ninepatchable objects. - Correctly initialize and restore various visual properties. - Improve code quality.
180 lines
6.1 KiB
C++
180 lines
6.1 KiB
C++
/**************************************************************************/
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/* texture_region_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 TEXTURE_REGION_EDITOR_PLUGIN_H
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#define TEXTURE_REGION_EDITOR_PLUGIN_H
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#include "canvas_item_editor_plugin.h"
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#include "editor/editor_inspector.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/sprite_2d.h"
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#include "scene/3d/sprite_3d.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/nine_patch_rect.h"
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#include "scene/resources/style_box_texture.h"
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class AtlasTexture;
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class OptionButton;
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class PanelContainer;
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class ViewPanner;
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class TextureRegionEditor : public AcceptDialog {
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GDCLASS(TextureRegionEditor, AcceptDialog);
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enum SnapMode {
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SNAP_NONE,
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SNAP_PIXEL,
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SNAP_GRID,
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SNAP_AUTOSLICE
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};
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friend class TextureRegionEditorPlugin;
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OptionButton *snap_mode_button = nullptr;
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Button *zoom_in = nullptr;
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Button *zoom_reset = nullptr;
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Button *zoom_out = nullptr;
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HBoxContainer *hb_grid = nullptr; //For showing/hiding the grid controls when changing the SnapMode
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SpinBox *sb_step_y = nullptr;
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SpinBox *sb_step_x = nullptr;
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SpinBox *sb_off_y = nullptr;
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SpinBox *sb_off_x = nullptr;
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SpinBox *sb_sep_y = nullptr;
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SpinBox *sb_sep_x = nullptr;
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PanelContainer *texture_preview = nullptr;
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Panel *texture_overlay = nullptr;
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VScrollBar *vscroll = nullptr;
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HScrollBar *hscroll = nullptr;
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Vector2 draw_ofs;
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float draw_zoom = 1.0;
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bool updating_scroll = false;
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SnapMode snap_mode = SNAP_NONE;
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Vector2 snap_offset;
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Vector2 snap_step;
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Vector2 snap_separation;
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Sprite2D *node_sprite_2d = nullptr;
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Sprite3D *node_sprite_3d = nullptr;
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NinePatchRect *node_ninepatch = nullptr;
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Ref<StyleBoxTexture> res_stylebox;
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Ref<AtlasTexture> res_atlas_texture;
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Rect2 rect;
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Rect2 rect_prev;
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float prev_margin = 0.0f;
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int edited_margin = -1;
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HashMap<RID, List<Rect2>> cache_map;
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List<Rect2> autoslice_cache;
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bool autoslice_is_dirty = true;
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bool drag = false;
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bool creating = false;
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Vector2 drag_from;
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int drag_index = -1;
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bool request_center = false;
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Ref<ViewPanner> panner;
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void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
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void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
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void _scroll_changed(float);
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Transform2D _get_offset_transform() const;
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void _set_snap_mode(int p_mode);
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void _set_snap_off_x(float p_val);
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void _set_snap_off_y(float p_val);
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void _set_snap_step_x(float p_val);
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void _set_snap_step_y(float p_val);
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void _set_snap_sep_x(float p_val);
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void _set_snap_sep_y(float p_val);
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void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
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void _zoom_in();
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void _zoom_reset();
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void _zoom_out();
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void _apply_rect(const Rect2 &p_rect);
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void _update_rect();
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void _update_autoslice();
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Ref<Texture2D> _get_edited_object_texture() const;
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Rect2 _get_edited_object_region() const;
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void _texture_changed();
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void _node_removed(Node *p_node);
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void _edit_region();
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void _clear_edited_object();
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void _draw_margin_line(Vector2 p_from, Vector2 p_to);
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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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void _texture_preview_draw();
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void _texture_overlay_draw();
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void _texture_overlay_input(const Ref<InputEvent> &p_input);
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Vector2 snap_point(Vector2 p_target) const;
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public:
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void edit(Object *p_obj);
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TextureRegionEditor();
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};
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//
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class EditorInspectorPluginTextureRegion : public EditorInspectorPlugin {
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GDCLASS(EditorInspectorPluginTextureRegion, EditorInspectorPlugin);
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TextureRegionEditor *texture_region_editor = nullptr;
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void _region_edit(Object *p_object);
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public:
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virtual bool can_handle(Object *p_object) override;
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virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) override;
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EditorInspectorPluginTextureRegion();
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};
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class TextureRegionEditorPlugin : public EditorPlugin {
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GDCLASS(TextureRegionEditorPlugin, EditorPlugin);
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public:
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virtual String get_name() const override { return "TextureRegion"; }
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TextureRegionEditorPlugin();
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};
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#endif // TEXTURE_REGION_EDITOR_PLUGIN_H
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