virtualx-engine/editor/plugins/texture_region_editor_plugin.h
Yuri Sizov 4b7d0c84a1 Fix multiple usability issues in the texture region editor
- Correctly display atlas textures when used by other objects.
- Make region handles easier to hit in ninepatchable objects.
- Correctly initialize and restore various visual properties.
- Improve code quality.
2023-08-27 14:25:49 +02:00

180 lines
6.1 KiB
C++

/**************************************************************************/
/* texture_region_editor_plugin.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef TEXTURE_REGION_EDITOR_PLUGIN_H
#define TEXTURE_REGION_EDITOR_PLUGIN_H
#include "canvas_item_editor_plugin.h"
#include "editor/editor_inspector.h"
#include "editor/editor_plugin.h"
#include "scene/2d/sprite_2d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/nine_patch_rect.h"
#include "scene/resources/style_box_texture.h"
class AtlasTexture;
class OptionButton;
class PanelContainer;
class ViewPanner;
class TextureRegionEditor : public AcceptDialog {
GDCLASS(TextureRegionEditor, AcceptDialog);
enum SnapMode {
SNAP_NONE,
SNAP_PIXEL,
SNAP_GRID,
SNAP_AUTOSLICE
};
friend class TextureRegionEditorPlugin;
OptionButton *snap_mode_button = nullptr;
Button *zoom_in = nullptr;
Button *zoom_reset = nullptr;
Button *zoom_out = nullptr;
HBoxContainer *hb_grid = nullptr; //For showing/hiding the grid controls when changing the SnapMode
SpinBox *sb_step_y = nullptr;
SpinBox *sb_step_x = nullptr;
SpinBox *sb_off_y = nullptr;
SpinBox *sb_off_x = nullptr;
SpinBox *sb_sep_y = nullptr;
SpinBox *sb_sep_x = nullptr;
PanelContainer *texture_preview = nullptr;
Panel *texture_overlay = nullptr;
VScrollBar *vscroll = nullptr;
HScrollBar *hscroll = nullptr;
Vector2 draw_ofs;
float draw_zoom = 1.0;
bool updating_scroll = false;
SnapMode snap_mode = SNAP_NONE;
Vector2 snap_offset;
Vector2 snap_step;
Vector2 snap_separation;
Sprite2D *node_sprite_2d = nullptr;
Sprite3D *node_sprite_3d = nullptr;
NinePatchRect *node_ninepatch = nullptr;
Ref<StyleBoxTexture> res_stylebox;
Ref<AtlasTexture> res_atlas_texture;
Rect2 rect;
Rect2 rect_prev;
float prev_margin = 0.0f;
int edited_margin = -1;
HashMap<RID, List<Rect2>> cache_map;
List<Rect2> autoslice_cache;
bool autoslice_is_dirty = true;
bool drag = false;
bool creating = false;
Vector2 drag_from;
int drag_index = -1;
bool request_center = false;
Ref<ViewPanner> panner;
void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
void _scroll_changed(float);
Transform2D _get_offset_transform() const;
void _set_snap_mode(int p_mode);
void _set_snap_off_x(float p_val);
void _set_snap_off_y(float p_val);
void _set_snap_step_x(float p_val);
void _set_snap_step_y(float p_val);
void _set_snap_sep_x(float p_val);
void _set_snap_sep_y(float p_val);
void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
void _zoom_in();
void _zoom_reset();
void _zoom_out();
void _apply_rect(const Rect2 &p_rect);
void _update_rect();
void _update_autoslice();
Ref<Texture2D> _get_edited_object_texture() const;
Rect2 _get_edited_object_region() const;
void _texture_changed();
void _node_removed(Node *p_node);
void _edit_region();
void _clear_edited_object();
void _draw_margin_line(Vector2 p_from, Vector2 p_to);
protected:
void _notification(int p_what);
static void _bind_methods();
void _texture_preview_draw();
void _texture_overlay_draw();
void _texture_overlay_input(const Ref<InputEvent> &p_input);
Vector2 snap_point(Vector2 p_target) const;
public:
void edit(Object *p_obj);
TextureRegionEditor();
};
//
class EditorInspectorPluginTextureRegion : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginTextureRegion, EditorInspectorPlugin);
TextureRegionEditor *texture_region_editor = nullptr;
void _region_edit(Object *p_object);
public:
virtual bool can_handle(Object *p_object) override;
virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const BitField<PropertyUsageFlags> p_usage, const bool p_wide) override;
EditorInspectorPluginTextureRegion();
};
class TextureRegionEditorPlugin : public EditorPlugin {
GDCLASS(TextureRegionEditorPlugin, EditorPlugin);
public:
virtual String get_name() const override { return "TextureRegion"; }
TextureRegionEditorPlugin();
};
#endif // TEXTURE_REGION_EDITOR_PLUGIN_H