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
)
167 lines
5 KiB
C++
167 lines
5 KiB
C++
/*************************************************************************/
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/* polygon_2d_editor_plugin.cpp */
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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 POLYGON_2D_EDITOR_PLUGIN_H
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#define POLYGON_2D_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/polygon_2d.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/button_group.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CanvasItemEditor;
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class Polygon2DEditor : public HBoxContainer {
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OBJ_TYPE(Polygon2DEditor, HBoxContainer );
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UndoRedo *undo_redo;
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enum Mode {
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MODE_CREATE,
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MODE_EDIT,
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MODE_EDIT_UV,
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UVEDIT_POLYGON_TO_UV,
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UVEDIT_UV_TO_POLYGON,
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UVEDIT_UV_CLEAR
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};
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enum UVMode {
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UV_MODE_EDIT_POINT,
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UV_MODE_MOVE,
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UV_MODE_ROTATE,
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UV_MODE_SCALE,
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UV_MODE_MAX
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};
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Mode mode;
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UVMode uv_mode;
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AcceptDialog *uv_edit;
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ToolButton *uv_button[4];
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ToolButton *b_snap_enable;
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ToolButton *b_snap_grid;
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Control *uv_edit_draw;
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HSlider *uv_zoom;
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SpinBox *uv_zoom_value;
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HScrollBar *uv_hscroll;
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VScrollBar *uv_vscroll;
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MenuButton *uv_menu;
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TextureFrame *uv_icon_zoom;
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Vector2 uv_draw_ofs;
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float uv_draw_zoom;
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DVector<Vector2> uv_prev;
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int uv_drag_index;
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bool uv_drag;
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UVMode uv_move_current;
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Vector2 uv_drag_from;
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bool updating_uv_scroll;
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AcceptDialog *error;
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ToolButton *button_create;
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ToolButton *button_edit;
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ToolButton *button_uv;
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CanvasItemEditor *canvas_item_editor;
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EditorNode *editor;
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Panel *panel;
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Polygon2D *node;
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MenuButton *options;
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int edited_point;
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Vector2 edited_point_pos;
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Vector<Vector2> pre_move_edit;
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Vector<Vector2> wip;
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bool wip_active;
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bool use_snap;
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bool snap_show_grid;
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Vector2 snap_offset;
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Vector2 snap_step;
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void _uv_scroll_changed(float);
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void _uv_input(const InputEvent& p_input);
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void _uv_draw();
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void _uv_mode(int p_mode);
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void _wip_close();
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void _canvas_draw();
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void _menu_option(int p_option);
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void _set_use_snap(bool p_use);
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void _set_show_grid(bool p_show);
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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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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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Vector2 snap_point(Vector2 p_target) const;
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public:
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bool forward_input_event(const InputEvent& p_event);
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void edit(Node *p_collision_polygon);
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Polygon2DEditor(EditorNode *p_editor);
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};
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class Polygon2DEditorPlugin : public EditorPlugin {
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OBJ_TYPE( Polygon2DEditorPlugin, EditorPlugin );
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Polygon2DEditor *collision_polygon_editor;
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EditorNode *editor;
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public:
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virtual bool forward_input_event(const InputEvent& p_event) { return collision_polygon_editor->forward_input_event(p_event); }
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virtual String get_name() const { return "Polygon2D"; }
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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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Polygon2DEditorPlugin(EditorNode *p_node);
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~Polygon2DEditorPlugin();
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};
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#endif // POLYGON_2D_EDITOR_PLUGIN_H
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