3f31925b18
- Now it is usable from both `CanvasItem` and `Spatial` editors. - `EditorPlugin` API changes: - `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`. - `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get. - New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types. - New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
103 lines
4.1 KiB
C++
103 lines
4.1 KiB
C++
/*************************************************************************/
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/* collision_shape_2d_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 COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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#define COLLISION_SHAPE_2D_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/collision_shape_2d.h"
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class CanvasItemEditor;
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class CollisionShape2DEditor : public Control {
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GDCLASS(CollisionShape2DEditor, Control);
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enum ShapeType {
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CAPSULE_SHAPE,
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CIRCLE_SHAPE,
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CONCAVE_POLYGON_SHAPE,
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CONVEX_POLYGON_SHAPE,
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LINE_SHAPE,
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RAY_SHAPE,
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RECTANGLE_SHAPE,
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SEGMENT_SHAPE
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};
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EditorNode *editor;
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UndoRedo *undo_redo;
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CanvasItemEditor *canvas_item_editor;
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CollisionShape2D *node;
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Vector<Point2> handles;
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int shape_type;
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int edit_handle;
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bool pressed;
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Variant original;
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Variant get_handle_value(int idx) const;
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void set_handle(int idx, Point2 &p_point);
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void commit_handle(int idx, Variant &p_org);
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void _get_current_shape_type();
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protected:
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static void _bind_methods();
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public:
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bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
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void forward_draw_over_viewport(Control *p_overlay);
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void edit(Node *p_node);
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CollisionShape2DEditor(EditorNode *p_editor);
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};
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class CollisionShape2DEditorPlugin : public EditorPlugin {
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GDCLASS(CollisionShape2DEditorPlugin, EditorPlugin);
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CollisionShape2DEditor *collision_shape_2d_editor;
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EditorNode *editor;
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public:
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) { return collision_shape_2d_editor->forward_canvas_gui_input(p_event); }
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virtual void forward_draw_over_viewport(Control *p_overlay) { return collision_shape_2d_editor->forward_draw_over_viewport(p_overlay); }
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virtual String get_name() const { return "CollisionShape2D"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_obj);
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virtual bool handles(Object *p_obj) const;
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virtual void make_visible(bool visible);
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CollisionShape2DEditorPlugin(EditorNode *p_editor);
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~CollisionShape2DEditorPlugin();
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};
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#endif //COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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