d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
207 lines
5.9 KiB
C++
207 lines
5.9 KiB
C++
/*************************************************************************/
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/* tile_map_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 TILE_MAP_EDITOR_PLUGIN_H
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#define TILE_MAP_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/2d/tile_map.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/label.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class TileMapEditor : public VBoxContainer {
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OBJ_TYPE(TileMapEditor, VBoxContainer );
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enum Tool {
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TOOL_NONE,
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TOOL_PAINTING,
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TOOL_ERASING,
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TOOL_RECTANGLE_PAINT,
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TOOL_RECTANGLE_ERASE,
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TOOL_LINE_PAINT,
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TOOL_LINE_ERASE,
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TOOL_SELECTING,
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TOOL_BUCKET,
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TOOL_PICKING,
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TOOL_DUPLICATING,
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};
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enum Options {
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OPTION_BUCKET,
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OPTION_PICK_TILE,
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OPTION_SELECT,
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OPTION_DUPLICATE,
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OPTION_ERASE_SELECTION
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};
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TileMap *node;
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EditorNode *editor;
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UndoRedo *undo_redo;
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Control *canvas_item_editor;
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LineEdit *search_box;
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HSlider *size_slider;
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ItemList *palette;
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HBoxContainer *toolbar;
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Label *tile_info;
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MenuButton *options;
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ToolButton *transp;
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ToolButton *mirror_x;
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ToolButton *mirror_y;
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ToolButton *rotate_0;
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ToolButton *rotate_90;
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ToolButton *rotate_180;
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ToolButton *rotate_270;
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Tool tool;
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bool selection_active;
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bool mouse_over;
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bool flip_h;
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bool flip_v;
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bool transpose;
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Point2i rectangle_begin;
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Rect2i rectangle;
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Point2i over_tile;
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bool * bucket_cache_visited;
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Rect2i bucket_cache_rect;
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int bucket_cache_tile;
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DVector<Vector2> bucket_cache;
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struct CellOp {
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int idx;
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bool xf;
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bool yf;
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bool tr;
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CellOp() { idx=-1; xf=false; yf=false; tr=false; }
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};
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Map<Point2i, CellOp> paint_undo;
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struct TileData {
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Point2i pos;
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int cell;
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bool flip_h;
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bool flip_v;
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bool transpose;
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};
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List<TileData> copydata;
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void _pick_tile(const Point2& p_pos);
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DVector<Vector2> _bucket_fill(const Point2i& p_start, bool erase=false, bool preview=false);
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void _fill_points(const DVector<Vector2> p_points, const Dictionary& p_op);
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void _erase_points(const DVector<Vector2> p_points);
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void _select(const Point2i& p_from, const Point2i& p_to);
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void _draw_cell(int p_cell, const Point2i& p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Matrix32& p_xform);
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void _draw_fill_preview(int p_cell, const Point2i& p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Matrix32& p_xform);
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void _clear_bucket_cache();
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void _update_copydata();
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int get_selected_tile() const;
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void set_selected_tile(int p_tile);
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void _text_entered(const String& p_text);
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void _text_changed(const String& p_text);
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void _sbox_input(const InputEvent& p_ie);
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void _update_palette();
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void _canvas_draw();
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void _menu_option(int p_option);
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void _set_cell(const Point2i& p_pos, int p_value, bool p_flip_h=false, bool p_flip_v=false, bool p_transpose=false, bool p_with_undo=false);
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void _canvas_mouse_enter();
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void _canvas_mouse_exit();
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void _tileset_settings_changed();
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void _icon_size_changed(float p_value);
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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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CellOp _get_op_from_cell(const Point2i& p_pos);
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void _update_transform_buttons(Object *p_button=NULL);
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public:
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HBoxContainer *get_toolbar() const { return toolbar; }
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bool forward_input_event(const InputEvent& p_event);
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void edit(Node *p_tile_map);
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TileMapEditor(EditorNode *p_editor);
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~TileMapEditor();
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};
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class TileMapEditorPlugin : public EditorPlugin {
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OBJ_TYPE( TileMapEditorPlugin, EditorPlugin );
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TileMapEditor *tile_map_editor;
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public:
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virtual bool forward_input_event(const InputEvent& p_event) { return tile_map_editor->forward_input_event(p_event); }
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virtual String get_name() const { return "TileMap"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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TileMapEditorPlugin(EditorNode *p_node);
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~TileMapEditorPlugin();
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};
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#endif // TILE_MAP_EDITOR_PLUGIN_H
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