virtualx-engine/editor/plugins/sprite_2d_editor_plugin.cpp

700 lines
24 KiB
C++

/**************************************************************************/
/* sprite_2d_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "sprite_2d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "core/math/geometry_2d.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_zoom_widget.h"
#include "editor/scene_tree_dock.h"
#include "editor/themes/editor_scale.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/2d/physics/collision_polygon_2d.h"
#include "scene/2d/polygon_2d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/view_panner.h"
#include "thirdparty/misc/clipper.hpp"
void Sprite2DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = nullptr;
options->hide();
}
}
void Sprite2DEditor::edit(Sprite2D *p_sprite) {
node = p_sprite;
}
#define PRECISION 10.0
Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float epsilon = 2.0) {
int size = points.size();
ERR_FAIL_COND_V(size < 2, Vector<Vector2>());
ClipperLib::Path subj;
ClipperLib::PolyTree solution;
ClipperLib::PolyTree out;
for (int i = 0; i < points.size(); i++) {
subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION);
}
ClipperLib::ClipperOffset co;
co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon);
co.Execute(solution, epsilon * PRECISION);
ClipperLib::PolyNode *p = solution.GetFirst();
ERR_FAIL_NULL_V(p, points);
while (p->IsHole()) {
p = p->GetNext();
}
//turn the result into simply polygon (AKA, fix overlap)
//clamp into the specified rect
ClipperLib::Clipper cl;
cl.StrictlySimple(true);
cl.AddPath(p->Contour, ClipperLib::ptSubject, true);
//create the clipping rect
ClipperLib::Path clamp;
clamp.push_back(ClipperLib::IntPoint(0, 0));
clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0));
clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION));
clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION));
cl.AddPath(clamp, ClipperLib::ptClip, true);
cl.Execute(ClipperLib::ctIntersection, out);
Vector<Vector2> outPoints;
ClipperLib::PolyNode *p2 = out.GetFirst();
ERR_FAIL_NULL_V(p2, points);
while (p2->IsHole()) {
p2 = p2->GetNext();
}
int lasti = p2->Contour.size() - 1;
Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION);
for (uint64_t i = 0; i < p2->Contour.size(); i++) {
Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION);
if (cur.distance_to(prev) > 0.5) {
outPoints.push_back(cur);
prev = cur;
}
}
return outPoints;
}
void Sprite2DEditor::_menu_option(int p_option) {
if (!node) {
return;
}
selected_menu_item = (Menu)p_option;
switch (p_option) {
case MENU_OPTION_CONVERT_TO_MESH_2D: {
debug_uv_dialog->set_ok_button_text(TTR("Create MeshInstance2D"));
debug_uv_dialog->set_title(TTR("MeshInstance2D Preview"));
_popup_debug_uv_dialog();
} break;
case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
debug_uv_dialog->set_ok_button_text(TTR("Create Polygon2D"));
debug_uv_dialog->set_title(TTR("Polygon2D Preview"));
_popup_debug_uv_dialog();
} break;
case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
debug_uv_dialog->set_ok_button_text(TTR("Create CollisionPolygon2D"));
debug_uv_dialog->set_title(TTR("CollisionPolygon2D Preview"));
_popup_debug_uv_dialog();
} break;
case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
debug_uv_dialog->set_ok_button_text(TTR("Create LightOccluder2D"));
debug_uv_dialog->set_title(TTR("LightOccluder2D Preview"));
_popup_debug_uv_dialog();
} break;
}
}
void Sprite2DEditor::_popup_debug_uv_dialog() {
String error_message;
if (node->get_owner() != get_tree()->get_edited_scene_root()) {
error_message = TTR("Can't convert a sprite from a foreign scene.");
}
Ref<Texture2D> texture = node->get_texture();
if (texture.is_null()) {
error_message = TTR("Can't convert an empty sprite to mesh.");
}
if (!error_message.is_empty()) {
err_dialog->set_text(error_message);
err_dialog->popup_centered();
return;
}
_update_mesh_data();
debug_uv_dialog->popup_centered();
get_tree()->connect("process_frame", callable_mp(this, &Sprite2DEditor::_center_view), CONNECT_ONE_SHOT);
debug_uv->set_texture_filter(node->get_texture_filter_in_tree());
debug_uv->queue_redraw();
}
void Sprite2DEditor::_update_mesh_data() {
ERR_FAIL_NULL(node);
Ref<Texture2D> texture = node->get_texture();
ERR_FAIL_COND(texture.is_null());
Ref<Image> image = texture->get_image();
ERR_FAIL_COND(image.is_null());
if (image->is_compressed()) {
image->decompress();
}
Rect2 rect = node->is_region_enabled() ? node->get_region_rect() : Rect2(Point2(), image->get_size());
rect.size /= Vector2(node->get_hframes(), node->get_vframes());
rect.position += node->get_frame_coords() * rect.size;
Ref<BitMap> bm;
bm.instantiate();
bm->create_from_image_alpha(image);
int shrink = shrink_pixels->get_value();
if (shrink > 0) {
bm->shrink_mask(shrink, rect);
}
int grow = grow_pixels->get_value();
if (grow > 0) {
bm->grow_mask(grow, rect);
}
float epsilon = simplification->get_value();
Vector<Vector<Vector2>> lines = bm->clip_opaque_to_polygons(rect, epsilon);
uv_lines.clear();
computed_vertices.clear();
computed_uv.clear();
computed_indices.clear();
Size2 img_size = image->get_size();
for (int i = 0; i < lines.size(); i++) {
lines.write[i] = expand(lines[i], rect, epsilon);
}
if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) {
for (int j = 0; j < lines.size(); j++) {
int index_ofs = computed_vertices.size();
for (int i = 0; i < lines[j].size(); i++) {
Vector2 vtx = lines[j][i];
computed_uv.push_back((vtx + rect.position) / img_size);
if (node->is_flipped_h()) {
vtx.x = rect.size.x - vtx.x;
}
if (node->is_flipped_v()) {
vtx.y = rect.size.y - vtx.y;
}
vtx += node->get_offset();
if (node->is_centered()) {
vtx -= rect.size / 2.0;
}
computed_vertices.push_back(vtx);
}
Vector<int> poly = Geometry2D::triangulate_polygon(lines[j]);
for (int i = 0; i < poly.size(); i += 3) {
for (int k = 0; k < 3; k++) {
int idx = i + k;
int idxn = i + (k + 1) % 3;
uv_lines.push_back(lines[j][poly[idx]] + rect.position);
uv_lines.push_back(lines[j][poly[idxn]] + rect.position);
computed_indices.push_back(poly[idx] + index_ofs);
}
}
}
}
outline_lines.clear();
computed_outline_lines.clear();
if (selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) {
outline_lines.resize(lines.size());
computed_outline_lines.resize(lines.size());
for (int pi = 0; pi < lines.size(); pi++) {
Vector<Vector2> ol;
Vector<Vector2> col;
ol.resize(lines[pi].size());
col.resize(lines[pi].size());
for (int i = 0; i < lines[pi].size(); i++) {
Vector2 vtx = lines[pi][i];
ol.write[i] = vtx + rect.position;
if (node->is_flipped_h()) {
vtx.x = rect.size.x - vtx.x;
}
if (node->is_flipped_v()) {
vtx.y = rect.size.y - vtx.y;
}
// Don't bake offset to Polygon2D which has offset property.
if (selected_menu_item != MENU_OPTION_CONVERT_TO_POLYGON_2D) {
vtx += node->get_offset();
}
if (node->is_centered()) {
vtx -= rect.size / 2.0;
}
col.write[i] = vtx;
}
outline_lines.write[pi] = ol;
computed_outline_lines.write[pi] = col;
}
}
debug_uv->queue_redraw();
}
void Sprite2DEditor::_create_node() {
switch (selected_menu_item) {
case MENU_OPTION_CONVERT_TO_MESH_2D: {
_convert_to_mesh_2d_node();
} break;
case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
_convert_to_polygon_2d_node();
} break;
case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
_create_collision_polygon_2d_node();
} break;
case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
_create_light_occluder_2d_node();
} break;
}
}
void Sprite2DEditor::_convert_to_mesh_2d_node() {
if (computed_vertices.size() < 3) {
err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
err_dialog->popup_centered();
return;
}
Ref<ArrayMesh> mesh;
mesh.instantiate();
Array a;
a.resize(Mesh::ARRAY_MAX);
a[Mesh::ARRAY_VERTEX] = computed_vertices;
a[Mesh::ARRAY_TEX_UV] = computed_uv;
a[Mesh::ARRAY_INDEX] = computed_indices;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Dictionary(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);
MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
mesh_instance->set_mesh(mesh);
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Convert to MeshInstance2D"), UndoRedo::MERGE_DISABLE, node);
SceneTreeDock::get_singleton()->replace_node(node, mesh_instance);
ur->commit_action(false);
}
void Sprite2DEditor::_convert_to_polygon_2d_node() {
if (computed_outline_lines.is_empty()) {
err_dialog->set_text(TTR("Invalid geometry, can't create polygon."));
err_dialog->popup_centered();
return;
}
Polygon2D *polygon_2d_instance = memnew(Polygon2D);
int total_point_count = 0;
for (int i = 0; i < computed_outline_lines.size(); i++) {
total_point_count += computed_outline_lines[i].size();
}
PackedVector2Array polygon;
polygon.resize(total_point_count);
Vector2 *polygon_write = polygon.ptrw();
PackedVector2Array uvs;
uvs.resize(total_point_count);
Vector2 *uvs_write = uvs.ptrw();
int current_point_index = 0;
Array polys;
polys.resize(computed_outline_lines.size());
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
Vector<Vector2> uv_outline = outline_lines[i];
PackedInt32Array pia;
pia.resize(outline.size());
int *pia_write = pia.ptrw();
for (int pi = 0; pi < outline.size(); pi++) {
polygon_write[current_point_index] = outline[pi];
uvs_write[current_point_index] = uv_outline[pi];
pia_write[pi] = current_point_index;
current_point_index++;
}
polys[i] = pia;
}
polygon_2d_instance->set_uv(uvs);
polygon_2d_instance->set_polygon(polygon);
polygon_2d_instance->set_polygons(polys);
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Convert to Polygon2D"), UndoRedo::MERGE_DISABLE, node);
SceneTreeDock::get_singleton()->replace_node(node, polygon_2d_instance);
ur->commit_action(false);
}
void Sprite2DEditor::_create_collision_polygon_2d_node() {
if (computed_outline_lines.is_empty()) {
err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon."));
err_dialog->popup_centered();
return;
}
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D);
collision_polygon_2d_instance->set_polygon(outline);
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Create CollisionPolygon2D Sibling"));
ur->add_do_method(this, "_add_as_sibling_or_child", node, collision_polygon_2d_instance);
ur->add_do_reference(collision_polygon_2d_instance);
ur->add_undo_method(node != get_tree()->get_edited_scene_root() ? node->get_parent() : get_tree()->get_edited_scene_root(), "remove_child", collision_polygon_2d_instance);
ur->commit_action();
}
}
void Sprite2DEditor::_create_light_occluder_2d_node() {
if (computed_outline_lines.is_empty()) {
err_dialog->set_text(TTR("Invalid geometry, can't create light occluder."));
err_dialog->popup_centered();
return;
}
for (int i = 0; i < computed_outline_lines.size(); i++) {
Vector<Vector2> outline = computed_outline_lines[i];
Ref<OccluderPolygon2D> polygon;
polygon.instantiate();
PackedVector2Array a;
a.resize(outline.size());
Vector2 *aw = a.ptrw();
for (int io = 0; io < outline.size(); io++) {
aw[io] = outline[io];
}
polygon->set_polygon(a);
LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
light_occluder_2d_instance->set_occluder_polygon(polygon);
EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
ur->create_action(TTR("Create LightOccluder2D Sibling"));
ur->add_do_method(this, "_add_as_sibling_or_child", node, light_occluder_2d_instance);
ur->add_do_reference(light_occluder_2d_instance);
ur->add_undo_method(node != get_tree()->get_edited_scene_root() ? node->get_parent() : get_tree()->get_edited_scene_root(), "remove_child", light_occluder_2d_instance);
ur->commit_action();
}
}
void Sprite2DEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) {
// Can't make sibling if own node is scene root
if (p_own_node != get_tree()->get_edited_scene_root()) {
p_own_node->get_parent()->add_child(p_new_node, true);
Object::cast_to<Node2D>(p_new_node)->set_transform(Object::cast_to<Node2D>(p_own_node)->get_transform());
} else {
p_own_node->add_child(p_new_node, true);
}
p_new_node->set_owner(get_tree()->get_edited_scene_root());
}
void Sprite2DEditor::_debug_uv_input(const Ref<InputEvent> &p_input) {
if (panner->gui_input(p_input)) {
accept_event();
}
}
void Sprite2DEditor::_debug_uv_draw() {
debug_uv->draw_set_transform(-draw_offset * draw_zoom, 0, Vector2(draw_zoom, draw_zoom));
Ref<Texture2D> tex = node->get_texture();
ERR_FAIL_COND(!tex.is_valid());
debug_uv->draw_texture(tex, Point2());
Color color = Color(1.0, 0.8, 0.7);
if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) {
debug_uv->draw_multiline(uv_lines, color);
} else if ((selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) && outline_lines.size() > 0) {
for (int i = 0; i < outline_lines.size(); i++) {
Vector<Vector2> outline = outline_lines[i];
debug_uv->draw_polyline(outline, color);
debug_uv->draw_line(outline[0], outline[outline.size() - 1], color);
}
}
}
void Sprite2DEditor::_center_view() {
Ref<Texture2D> tex = node->get_texture();
ERR_FAIL_COND(!tex.is_valid());
Vector2 zoom_factor = (debug_uv->get_size() - Vector2(1, 1) * 50 * EDSCALE) / tex->get_size();
zoom_widget->set_zoom(MIN(zoom_factor.x, zoom_factor.y));
// Recalculate scroll limits.
_update_zoom_and_pan(false);
Vector2 offset = (tex->get_size() - debug_uv->get_size() / zoom_widget->get_zoom()) / 2;
h_scroll->set_value_no_signal(offset.x);
v_scroll->set_value_no_signal(offset.y);
_update_zoom_and_pan(false);
}
void Sprite2DEditor::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {
h_scroll->set_value_no_signal(h_scroll->get_value() - p_scroll_vec.x / draw_zoom);
v_scroll->set_value_no_signal(v_scroll->get_value() - p_scroll_vec.y / draw_zoom);
_update_zoom_and_pan(false);
}
void Sprite2DEditor::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {
const real_t prev_zoom = draw_zoom;
zoom_widget->set_zoom(draw_zoom * p_zoom_factor);
draw_offset += p_origin / prev_zoom - p_origin / zoom_widget->get_zoom();
h_scroll->set_value_no_signal(draw_offset.x);
v_scroll->set_value_no_signal(draw_offset.y);
_update_zoom_and_pan(false);
}
void Sprite2DEditor::_update_zoom_and_pan(bool p_zoom_at_center) {
real_t previous_zoom = draw_zoom;
draw_zoom = zoom_widget->get_zoom();
draw_offset = Vector2(h_scroll->get_value(), v_scroll->get_value());
if (p_zoom_at_center) {
Vector2 center = debug_uv->get_size() / 2;
draw_offset += center / previous_zoom - center / draw_zoom;
}
Ref<Texture2D> tex = node->get_texture();
ERR_FAIL_COND(!tex.is_valid());
Point2 min_corner;
Point2 max_corner = tex->get_size();
Size2 page_size = debug_uv->get_size() / draw_zoom;
Vector2 margin = Vector2(50, 50) * EDSCALE / draw_zoom;
min_corner -= page_size - margin;
max_corner += page_size - margin;
h_scroll->set_block_signals(true);
h_scroll->set_min(min_corner.x);
h_scroll->set_max(max_corner.x);
h_scroll->set_page(page_size.x);
h_scroll->set_value(draw_offset.x);
h_scroll->set_block_signals(false);
v_scroll->set_block_signals(true);
v_scroll->set_min(min_corner.y);
v_scroll->set_max(max_corner.y);
v_scroll->set_page(page_size.y);
v_scroll->set_value(draw_offset.y);
v_scroll->set_block_signals(false);
debug_uv->queue_redraw();
}
void Sprite2DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
v_scroll->set_anchors_and_offsets_preset(Control::PRESET_RIGHT_WIDE);
h_scroll->set_anchors_and_offsets_preset(Control::PRESET_BOTTOM_WIDE);
// Avoid scrollbar overlapping.
Size2 hmin = h_scroll->get_combined_minimum_size();
Size2 vmin = v_scroll->get_combined_minimum_size();
h_scroll->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, -vmin.width);
v_scroll->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, -hmin.height);
[[fallthrough]];
}
case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
panner->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning")));
} break;
case NOTIFICATION_ENTER_TREE:
case NOTIFICATION_THEME_CHANGED: {
options->set_icon(get_editor_theme_icon(SNAME("Sprite2D")));
options->get_popup()->set_item_icon(MENU_OPTION_CONVERT_TO_MESH_2D, get_editor_theme_icon(SNAME("MeshInstance2D")));
options->get_popup()->set_item_icon(MENU_OPTION_CONVERT_TO_POLYGON_2D, get_editor_theme_icon(SNAME("Polygon2D")));
options->get_popup()->set_item_icon(MENU_OPTION_CREATE_COLLISION_POLY_2D, get_editor_theme_icon(SNAME("CollisionPolygon2D")));
options->get_popup()->set_item_icon(MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D, get_editor_theme_icon(SNAME("LightOccluder2D")));
} break;
}
}
void Sprite2DEditor::_bind_methods() {
ClassDB::bind_method("_add_as_sibling_or_child", &Sprite2DEditor::_add_as_sibling_or_child);
}
Sprite2DEditor::Sprite2DEditor() {
options = memnew(MenuButton);
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
options->set_text(TTR("Sprite2D"));
options->get_popup()->add_item(TTR("Convert to MeshInstance2D"), MENU_OPTION_CONVERT_TO_MESH_2D);
options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D);
options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D);
options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D);
options->set_switch_on_hover(true);
options->get_popup()->connect("id_pressed", callable_mp(this, &Sprite2DEditor::_menu_option));
err_dialog = memnew(AcceptDialog);
add_child(err_dialog);
debug_uv_dialog = memnew(ConfirmationDialog);
VBoxContainer *vb = memnew(VBoxContainer);
debug_uv_dialog->add_child(vb);
debug_uv = memnew(Panel);
debug_uv->connect("gui_input", callable_mp(this, &Sprite2DEditor::_debug_uv_input));
debug_uv->connect("draw", callable_mp(this, &Sprite2DEditor::_debug_uv_draw));
debug_uv->set_custom_minimum_size(Size2(800, 500) * EDSCALE);
debug_uv->set_clip_contents(true);
vb->add_margin_child(TTR("Preview:"), debug_uv, true);
panner.instantiate();
panner->set_callbacks(callable_mp(this, &Sprite2DEditor::_pan_callback), callable_mp(this, &Sprite2DEditor::_zoom_callback));
zoom_widget = memnew(EditorZoomWidget);
debug_uv->add_child(zoom_widget);
zoom_widget->set_anchors_and_offsets_preset(Control::PRESET_TOP_LEFT, Control::PRESET_MODE_MINSIZE, 2 * EDSCALE);
zoom_widget->connect("zoom_changed", callable_mp(this, &Sprite2DEditor::_update_zoom_and_pan).unbind(1).bind(true));
zoom_widget->set_shortcut_context(nullptr);
v_scroll = memnew(VScrollBar);
debug_uv->add_child(v_scroll);
v_scroll->connect("value_changed", callable_mp(this, &Sprite2DEditor::_update_zoom_and_pan).unbind(1).bind(false));
h_scroll = memnew(HScrollBar);
debug_uv->add_child(h_scroll);
h_scroll->connect("value_changed", callable_mp(this, &Sprite2DEditor::_update_zoom_and_pan).unbind(1).bind(false));
debug_uv_dialog->connect("confirmed", callable_mp(this, &Sprite2DEditor::_create_node));
HBoxContainer *hb = memnew(HBoxContainer);
hb->add_child(memnew(Label(TTR("Simplification:"))));
simplification = memnew(SpinBox);
simplification->set_min(0.01);
simplification->set_max(10.00);
simplification->set_step(0.01);
simplification->set_value(2);
hb->add_child(simplification);
hb->add_spacer();
hb->add_child(memnew(Label(TTR("Shrink (Pixels):"))));
shrink_pixels = memnew(SpinBox);
shrink_pixels->set_min(0);
shrink_pixels->set_max(10);
shrink_pixels->set_step(1);
shrink_pixels->set_value(0);
hb->add_child(shrink_pixels);
hb->add_spacer();
hb->add_child(memnew(Label(TTR("Grow (Pixels):"))));
grow_pixels = memnew(SpinBox);
grow_pixels->set_min(0);
grow_pixels->set_max(10);
grow_pixels->set_step(1);
grow_pixels->set_value(2);
hb->add_child(grow_pixels);
hb->add_spacer();
update_preview = memnew(Button);
update_preview->set_text(TTR("Update Preview"));
update_preview->connect("pressed", callable_mp(this, &Sprite2DEditor::_update_mesh_data));
hb->add_child(update_preview);
vb->add_margin_child(TTR("Settings:"), hb);
add_child(debug_uv_dialog);
}
void Sprite2DEditorPlugin::edit(Object *p_object) {
sprite_editor->edit(Object::cast_to<Sprite2D>(p_object));
}
bool Sprite2DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Sprite2D");
}
void Sprite2DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
sprite_editor->options->show();
} else {
sprite_editor->options->hide();
sprite_editor->edit(nullptr);
}
}
Sprite2DEditorPlugin::Sprite2DEditorPlugin() {
sprite_editor = memnew(Sprite2DEditor);
EditorNode::get_singleton()->get_main_screen_control()->add_child(sprite_editor);
make_visible(false);
//sprite_editor->options->hide();
}
Sprite2DEditorPlugin::~Sprite2DEditorPlugin() {
}