544 lines
14 KiB
C++
544 lines
14 KiB
C++
/*************************************************************************/
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/* canvas_item_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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 CONTROL_EDITOR_PLUGIN_H
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#define CONTROL_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/canvas_item.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/spin_box.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CanvasItemEditorViewport;
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class CanvasItemEditorSelectedItem : public Object {
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GDCLASS(CanvasItemEditorSelectedItem, Object);
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public:
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Variant undo_state;
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Vector2 undo_pivot;
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Transform2D prev_xform;
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float prev_rot;
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Rect2 prev_rect;
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Vector2 prev_pivot;
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float prev_anchors[4];
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Transform2D pre_drag_xform;
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CanvasItemEditorSelectedItem() { prev_rot = 0; }
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};
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class CanvasItemEditor : public VBoxContainer {
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GDCLASS(CanvasItemEditor, VBoxContainer);
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EditorNode *editor;
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enum Tool {
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TOOL_SELECT,
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TOOL_LIST_SELECT,
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TOOL_MOVE,
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TOOL_ROTATE,
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TOOL_EDIT_PIVOT,
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TOOL_PAN,
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TOOL_MAX
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};
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enum MenuOption {
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SNAP_USE,
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SNAP_USE_NODE_PARENT,
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SNAP_USE_NODE_ANCHORS,
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SNAP_USE_NODE_SIDES,
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SNAP_USE_OTHER_NODES,
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SNAP_USE_GRID,
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SNAP_USE_ROTATION,
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SNAP_RELATIVE,
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SNAP_CONFIGURE,
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SNAP_USE_PIXEL,
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SHOW_GRID,
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SHOW_HELPERS,
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SHOW_RULERS,
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LOCK_SELECTED,
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UNLOCK_SELECTED,
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GROUP_SELECTED,
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UNGROUP_SELECTED,
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ANCHOR_ALIGN_TOP_LEFT,
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ANCHOR_ALIGN_TOP_RIGHT,
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ANCHOR_ALIGN_BOTTOM_LEFT,
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ANCHOR_ALIGN_BOTTOM_RIGHT,
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ANCHOR_ALIGN_CENTER_LEFT,
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ANCHOR_ALIGN_CENTER_RIGHT,
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ANCHOR_ALIGN_CENTER_TOP,
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ANCHOR_ALIGN_CENTER_BOTTOM,
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ANCHOR_ALIGN_CENTER,
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ANCHOR_ALIGN_TOP_WIDE,
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ANCHOR_ALIGN_LEFT_WIDE,
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ANCHOR_ALIGN_RIGHT_WIDE,
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ANCHOR_ALIGN_BOTTOM_WIDE,
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ANCHOR_ALIGN_VCENTER_WIDE,
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ANCHOR_ALIGN_HCENTER_WIDE,
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ANCHOR_ALIGN_WIDE,
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ANCHOR_ALIGN_WIDE_FIT,
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ANIM_INSERT_KEY,
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ANIM_INSERT_KEY_EXISTING,
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ANIM_INSERT_POS,
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ANIM_INSERT_ROT,
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ANIM_INSERT_SCALE,
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ANIM_COPY_POSE,
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ANIM_PASTE_POSE,
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ANIM_CLEAR_POSE,
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VIEW_CENTER_TO_SELECTION,
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VIEW_FRAME_TO_SELECTION,
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SKELETON_MAKE_BONES,
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SKELETON_CLEAR_BONES,
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SKELETON_SHOW_BONES,
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SKELETON_SET_IK_CHAIN,
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SKELETON_CLEAR_IK_CHAIN
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};
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enum DragType {
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DRAG_NONE,
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DRAG_LEFT,
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DRAG_TOP_LEFT,
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DRAG_TOP,
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DRAG_TOP_RIGHT,
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DRAG_RIGHT,
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DRAG_BOTTOM_RIGHT,
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DRAG_BOTTOM,
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DRAG_BOTTOM_LEFT,
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DRAG_ANCHOR_TOP_LEFT,
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DRAG_ANCHOR_TOP_RIGHT,
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DRAG_ANCHOR_BOTTOM_RIGHT,
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DRAG_ANCHOR_BOTTOM_LEFT,
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DRAG_ANCHOR_ALL,
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DRAG_ALL,
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DRAG_ROTATE,
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DRAG_PIVOT,
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DRAG_NODE_2D,
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};
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enum KeyMoveMODE {
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MOVE_VIEW_BASE,
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MOVE_LOCAL_BASE,
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MOVE_LOCAL_WITH_ROT
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};
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EditorSelection *editor_selection;
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bool additive_selection;
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Tool tool;
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bool first_update;
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Control *viewport;
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Control *viewport_base;
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Control *viewport_scrollable;
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bool can_move_pivot;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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HBoxContainer *hb;
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ToolButton *zoom_minus;
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ToolButton *zoom_reset;
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ToolButton *zoom_plus;
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Transform2D transform;
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bool show_grid;
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bool show_rulers;
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bool show_helpers;
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float zoom;
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Point2 grid_offset;
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Point2 grid_step;
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int grid_step_multiplier;
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float snap_rotation_step;
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float snap_rotation_offset;
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bool snap_active;
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bool snap_node_parent;
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bool snap_node_anchors;
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bool snap_node_sides;
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bool snap_other_nodes;
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bool snap_grid;
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bool snap_rotation;
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bool snap_relative;
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bool snap_pixel;
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bool skeleton_show_bones;
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bool box_selecting;
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Point2 box_selecting_to;
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bool key_pos;
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bool key_rot;
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bool key_scale;
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void _tool_select(int p_index);
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MenuOption last_option;
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struct _SelectResult {
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CanvasItem *item;
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float z;
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bool has_z;
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_FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const {
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return has_z && p_rr.has_z ? p_rr.z < z : p_rr.has_z;
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}
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};
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Vector<_SelectResult> selection_results;
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struct BoneList {
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Transform2D xform;
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Vector2 from;
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Vector2 to;
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ObjectID bone;
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uint64_t last_pass;
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};
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uint64_t bone_last_frame;
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Map<ObjectID, BoneList> bone_list;
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Transform2D bone_orig_xform;
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struct BoneIK {
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Variant orig_state;
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Vector2 pos;
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float len;
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Node2D *node;
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};
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List<BoneIK> bone_ik_list;
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struct PoseClipboard {
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Vector2 pos;
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Vector2 scale;
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float rot;
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ObjectID id;
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};
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List<PoseClipboard> pose_clipboard;
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ToolButton *select_button;
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ToolButton *list_select_button;
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ToolButton *move_button;
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ToolButton *rotate_button;
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ToolButton *snap_button;
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MenuButton *snap_config_menu;
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PopupMenu *smartsnap_config_popup;
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ToolButton *pivot_button;
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ToolButton *pan_button;
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ToolButton *lock_button;
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ToolButton *unlock_button;
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ToolButton *group_button;
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ToolButton *ungroup_button;
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MenuButton *skeleton_menu;
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MenuButton *view_menu;
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HBoxContainer *animation_hb;
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MenuButton *animation_menu;
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MenuButton *anchor_menu;
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Button *key_loc_button;
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Button *key_rot_button;
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Button *key_scale_button;
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Button *key_insert_button;
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PopupMenu *selection_menu;
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Control *top_ruler;
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Control *left_ruler;
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//PopupMenu *popup;
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DragType drag;
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Point2 drag_from;
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Point2 drag_point_from;
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bool updating_value_dialog;
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Point2 display_rotate_from;
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Point2 display_rotate_to;
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Ref<StyleBoxTexture> select_sb;
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Ref<Texture> select_handle;
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Ref<Texture> anchor_handle;
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Ref<ShortCut> drag_pivot_shortcut;
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Ref<ShortCut> set_pivot_shortcut;
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Ref<ShortCut> multiply_grid_step_shortcut;
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Ref<ShortCut> divide_grid_step_shortcut;
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int handle_len;
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bool _is_part_of_subscene(CanvasItem *p_item);
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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);
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void _find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform, List<CanvasItem *> *r_items);
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void _select_click_on_empty_area(Point2 p_click_pos, bool p_append, bool p_box_selection);
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bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append, bool p_drag);
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ConfirmationDialog *snap_dialog;
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CanvasItem *ref_item;
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void _edit_set_pivot(const Vector2 &mouse_pos);
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void _add_canvas_item(CanvasItem *p_canvas_item);
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void _remove_canvas_item(CanvasItem *p_canvas_item);
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void _clear_canvas_items();
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void _key_move(const Vector2 &p_dir, bool p_snap, KeyMoveMODE p_move_mode);
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void _list_select(const Ref<InputEventMouseButton> &b);
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DragType _get_resize_handle_drag_type(const Point2 &p_click, Vector2 &r_point);
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void _prepare_drag(const Point2 &p_click_pos);
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DragType _get_anchor_handle_drag_type(const Point2 &p_click, Vector2 &r_point);
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Vector2 _anchor_to_position(const Control *p_control, Vector2 anchor);
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Vector2 _position_to_anchor(const Control *p_control, Vector2 position);
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void _popup_callback(int p_op);
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bool updating_scroll;
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void _update_scroll(float);
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void _update_scrollbars();
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void _update_cursor();
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void incbeg(float &beg, float &end, float inc, float minsize, bool p_symmetric);
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void incend(float &beg, float &end, float inc, float minsize, bool p_symmetric);
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void _append_canvas_item(CanvasItem *p_item);
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void _snap_changed();
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void _selection_result_pressed(int);
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void _selection_menu_hide();
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UndoRedo *undo_redo;
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Point2 _find_topleftmost_point();
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void _build_bones_list(Node *p_node);
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void _get_encompassing_rect(Node *p_node, Rect2 &r_rect, const Transform2D &p_xform);
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Object *_get_editor_data(Object *p_what);
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CanvasItem *_get_single_item();
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int get_item_count();
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void _keying_changed();
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void _unhandled_key_input(const Ref<InputEvent> &p_ev);
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void _draw_text_at_position(Point2 p_position, String p_string, Margin p_side);
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void _draw_margin_at_position(int p_value, Point2 p_position, Margin p_side);
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void _draw_percentage_at_position(float p_value, Point2 p_position, Margin p_side);
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void _draw_rulers();
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void _draw_focus();
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void _draw_grid();
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void _draw_selection();
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void _draw_axis();
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void _draw_bones();
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void _draw_locks_and_groups(Node *p_node, const Transform2D &p_xform);
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void _draw_viewport();
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void _viewport_base_gui_input(const Ref<InputEvent> &p_event);
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void _draw_viewport_base();
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void _focus_selection(int p_op);
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void _snap_if_closer(Point2 p_value, Point2 p_target_snap, Point2 &r_current_snap, bool (&r_snapped)[2], real_t rotation = 0.0, float p_radius = 10.0);
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void _snap_other_nodes(Point2 p_value, Point2 &r_current_snap, bool (&r_snapped)[2], const Node *p_current, const CanvasItem *p_to_snap);
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void _set_anchors_preset(Control::LayoutPreset p_preset);
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void _set_full_rect();
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void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
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void _zoom_minus();
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void _zoom_reset();
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void _zoom_plus();
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void _toggle_snap(bool p_status);
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HSplitContainer *palette_split;
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VSplitContainer *bottom_split;
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friend class CanvasItemEditorPlugin;
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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 end_drag();
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void box_selection_start(Point2 &click);
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bool box_selection_end();
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HBoxContainer *get_panel_hb() { return hb; }
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struct compare_items_x {
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bool operator()(const CanvasItem *a, const CanvasItem *b) const {
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return a->get_global_transform().elements[2].x < b->get_global_transform().elements[2].x;
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}
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};
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struct compare_items_y {
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bool operator()(const CanvasItem *a, const CanvasItem *b) const {
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return a->get_global_transform().elements[2].y < b->get_global_transform().elements[2].y;
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}
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};
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struct proj_vector2_x {
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float get(const Vector2 &v) { return v.x; }
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void set(Vector2 &v, float f) { v.x = f; }
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};
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struct proj_vector2_y {
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float get(const Vector2 &v) { return v.y; }
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void set(Vector2 &v, float f) { v.y = f; }
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};
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template <class P, class C>
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void space_selected_items();
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static CanvasItemEditor *singleton;
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public:
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enum SnapMode {
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SNAP_GRID = 1 << 0,
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SNAP_PIXEL = 1 << 1,
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SNAP_NODE_PARENT = 1 << 2,
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SNAP_NODE_ANCHORS = 1 << 3,
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SNAP_NODE_SIDES = 1 << 4,
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SNAP_OTHER_NODES = 1 << 5,
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SNAP_DEFAULT = 0x03,
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};
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Point2 snap_point(Point2 p_target, unsigned int p_modes = SNAP_DEFAULT, const CanvasItem *p_canvas_item = NULL, unsigned int p_forced_modes = 0);
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float snap_angle(float p_target, float p_start = 0) const;
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Transform2D get_canvas_transform() const { return transform; }
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static CanvasItemEditor *get_singleton() { return singleton; }
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Dictionary get_state() const;
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void set_state(const Dictionary &p_state);
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void add_control_to_menu_panel(Control *p_control);
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HSplitContainer *get_palette_split();
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VSplitContainer *get_bottom_split();
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Control *get_viewport_control() { return viewport; }
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void edit(CanvasItem *p_canvas_item);
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void focus_selection();
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CanvasItemEditor(EditorNode *p_editor);
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};
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class CanvasItemEditorPlugin : public EditorPlugin {
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GDCLASS(CanvasItemEditorPlugin, EditorPlugin);
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CanvasItemEditor *canvas_item_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "2D"; }
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bool has_main_screen() const { return true; }
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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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virtual Dictionary get_state() const;
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virtual void set_state(const Dictionary &p_state);
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CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; }
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CanvasItemEditorPlugin(EditorNode *p_node);
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~CanvasItemEditorPlugin();
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};
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class CanvasItemEditorViewport : public Control {
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GDCLASS(CanvasItemEditorViewport, Control);
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String default_type;
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Vector<String> types;
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Vector<String> selected_files;
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Node *target_node;
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Point2 drop_pos;
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EditorNode *editor;
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EditorData *editor_data;
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CanvasItemEditor *canvas;
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Node2D *preview_node;
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AcceptDialog *accept;
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WindowDialog *selector;
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Label *selector_label;
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Label *label;
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Label *label_desc;
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VBoxContainer *btn_group;
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Ref<ButtonGroup> button_group;
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void _on_mouse_exit();
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void _on_select_type(Object *selected);
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void _on_change_type();
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void _create_preview(const Vector<String> &files) const;
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void _remove_preview();
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bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
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void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point);
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bool _create_instance(Node *parent, String &path, const Point2 &p_point);
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void _perform_drop_data();
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static void _bind_methods();
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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 can_drop_data(const Point2 &p_point, const Variant &p_data) const;
|
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virtual void drop_data(const Point2 &p_point, const Variant &p_data);
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CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor *p_canvas);
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~CanvasItemEditorViewport();
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};
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#endif
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