c7bc44d5ad
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!
502 lines
13 KiB
C++
502 lines
13 KiB
C++
/*************************************************************************/
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/* canvas_item_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 CONTROL_EDITOR_PLUGIN_H
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#define CONTROL_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/gui/button_group.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/box_container.h"
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#include "scene/2d/canvas_item.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CanvasItemEditorViewport;
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class CanvasItemEditorSelectedItem : public Object {
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OBJ_TYPE(CanvasItemEditorSelectedItem,Object);
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public:
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Variant undo_state;
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Vector2 undo_pivot;
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Matrix32 prev_xform;
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float prev_rot;
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Rect2 prev_rect;
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CanvasItemEditorSelectedItem() { prev_rot=0; }
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};
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class CanvasItemEditor : public VBoxContainer {
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OBJ_TYPE(CanvasItemEditor, VBoxContainer );
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EditorNode *editor;
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enum Tool {
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TOOL_SELECT,
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TOOL_LIST_SELECT,
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TOOL_MOVE,
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TOOL_ROTATE,
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TOOL_EDIT_PIVOT,
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TOOL_PAN,
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TOOL_MAX
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};
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enum MenuOption {
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SNAP_USE,
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SNAP_SHOW_GRID,
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SNAP_USE_ROTATION,
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SNAP_RELATIVE,
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SNAP_CONFIGURE,
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SNAP_USE_PIXEL,
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ZOOM_IN,
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ZOOM_OUT,
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ZOOM_RESET,
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ZOOM_SET,
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LOCK_SELECTED,
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UNLOCK_SELECTED,
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GROUP_SELECTED,
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UNGROUP_SELECTED,
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ALIGN_HORIZONTAL,
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ALIGN_VERTICAL,
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ANCHOR_ALIGN_TOP_LEFT,
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ANCHOR_ALIGN_TOP_RIGHT,
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ANCHOR_ALIGN_BOTTOM_LEFT,
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ANCHOR_ALIGN_BOTTOM_RIGHT,
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ANCHOR_ALIGN_CENTER_LEFT,
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ANCHOR_ALIGN_CENTER_RIGHT,
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ANCHOR_ALIGN_CENTER_TOP,
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ANCHOR_ALIGN_CENTER_BOTTOM,
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ANCHOR_ALIGN_CENTER,
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ANCHOR_ALIGN_TOP_WIDE,
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ANCHOR_ALIGN_LEFT_WIDE,
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ANCHOR_ALIGN_RIGHT_WIDE,
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ANCHOR_ALIGN_BOTTOM_WIDE,
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ANCHOR_ALIGN_VCENTER_WIDE,
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ANCHOR_ALIGN_HCENTER_WIDE,
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ANCHOR_ALIGN_WIDE,
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SPACE_HORIZONTAL,
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SPACE_VERTICAL,
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EXPAND_TO_PARENT,
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ANIM_INSERT_KEY,
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ANIM_INSERT_KEY_EXISTING,
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ANIM_INSERT_POS,
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ANIM_INSERT_ROT,
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ANIM_INSERT_SCALE,
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ANIM_COPY_POSE,
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ANIM_PASTE_POSE,
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ANIM_CLEAR_POSE,
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VIEW_CENTER_TO_SELECTION,
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VIEW_FRAME_TO_SELECTION,
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SKELETON_MAKE_BONES,
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SKELETON_CLEAR_BONES,
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SKELETON_SHOW_BONES,
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SKELETON_SET_IK_CHAIN,
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SKELETON_CLEAR_IK_CHAIN
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};
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enum DragType {
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DRAG_NONE,
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DRAG_LEFT,
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DRAG_TOP_LEFT,
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DRAG_TOP,
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DRAG_TOP_RIGHT,
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DRAG_RIGHT,
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DRAG_BOTTOM_RIGHT,
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DRAG_BOTTOM,
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DRAG_BOTTOM_LEFT,
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DRAG_ALL,
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DRAG_ROTATE,
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DRAG_PIVOT,
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};
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enum KeyMoveMODE {
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MOVE_VIEW_BASE,
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MOVE_LOCAL_BASE,
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MOVE_LOCAL_WITH_ROT
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};
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EditorSelection *editor_selection;
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bool additive_selection;
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Tool tool;
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bool first_update;
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Control *viewport;
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bool can_move_pivot;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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HBoxContainer *hb;
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Matrix32 transform;
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float zoom;
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Vector2 snap_offset;
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Vector2 snap_step;
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float snap_rotation_step;
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float snap_rotation_offset;
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bool snap_grid;
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bool snap_show_grid;
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bool snap_rotation;
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bool snap_relative;
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bool snap_pixel;
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bool skeleton_show_bones;
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bool box_selecting;
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Point2 box_selecting_to;
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bool key_pos;
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bool key_rot;
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bool key_scale;
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void _tool_select(int p_index);
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MenuOption last_option;
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struct _SelectResult {
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CanvasItem* item;
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float z;
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bool has_z;
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_FORCE_INLINE_ bool operator<(const _SelectResult& p_rr) const {
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return has_z && p_rr.has_z ? p_rr.z < z : p_rr.has_z;
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}
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};
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Vector<_SelectResult> selection_results;
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struct LockList {
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Point2 pos;
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bool lock;
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bool group;
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LockList() { lock=false; group=false; }
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};
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List<LockList> lock_list;
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struct BoneList {
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Matrix32 xform;
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Vector2 from;
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Vector2 to;
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ObjectID bone;
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uint64_t last_pass;
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};
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uint64_t bone_last_frame;
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Map<ObjectID,BoneList> bone_list;
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Matrix32 bone_orig_xform;
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struct BoneIK {
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Variant orig_state;
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Vector2 pos;
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float len;
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Node2D *node;
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};
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List<BoneIK> bone_ik_list;
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struct PoseClipboard {
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Vector2 pos;
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Vector2 scale;
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float rot;
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ObjectID id;
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};
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List<PoseClipboard> pose_clipboard;
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ToolButton *select_button;
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ToolButton *list_select_button;
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ToolButton *move_button;
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ToolButton *rotate_button;
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ToolButton *pivot_button;
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ToolButton *pan_button;
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ToolButton *lock_button;
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ToolButton *unlock_button;
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ToolButton *group_button;
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ToolButton *ungroup_button;
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MenuButton *edit_menu;
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PopupMenu *skeleton_menu;
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MenuButton *view_menu;
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HBoxContainer *animation_hb;
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MenuButton *animation_menu;
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MenuButton *anchor_menu;
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Button *key_loc_button;
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Button *key_rot_button;
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Button *key_scale_button;
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Button *key_insert_button;
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PopupMenu *selection_menu;
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//PopupMenu *popup;
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DragType drag;
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Point2 drag_from;
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Point2 drag_point_from;
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bool updating_value_dialog;
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Point2 display_rotate_from;
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Point2 display_rotate_to;
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#if 0
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struct EditInfo {
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Variant undo_state;
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Matrix32 prev_xform;
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float prev_rot;
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Rect2 prev_rect;
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EditInfo() { prev_rot=0; }
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};
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typedef Map<CanvasItem*,EditInfo> CanvasItemMap;
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CanvasItemMap canvas_items;
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#endif
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Ref<StyleBoxTexture> select_sb;
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Ref<Texture> select_handle;
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int handle_len;
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bool _is_part_of_subscene(CanvasItem *p_item);
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CanvasItem* _select_canvas_item_at_pos(const Point2 &p_pos,Node* p_node,const Matrix32& p_parent_xform,const Matrix32& p_canvas_xform);
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void _find_canvas_items_at_pos(const Point2 &p_pos,Node* p_node,const Matrix32& p_parent_xform,const Matrix32& p_canvas_xform, Vector<_SelectResult> &r_items);
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void _find_canvas_items_at_rect(const Rect2& p_rect,Node* p_node,const Matrix32& p_parent_xform,const Matrix32& p_canvas_xform,List<CanvasItem*> *r_items);
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bool _select(CanvasItem *item, Point2 p_click_pos, bool p_append, bool p_drag=true);
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ConfirmationDialog *snap_dialog;
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AcceptDialog *value_dialog;
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Label *dialog_label;
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SpinBox *dialog_val;
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CanvasItem *ref_item;
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void _edit_set_pivot(const Vector2& mouse_pos);
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void _add_canvas_item(CanvasItem *p_canvas_item);
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void _remove_canvas_item(CanvasItem *p_canvas_item);
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void _clear_canvas_items();
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void _visibility_changed(ObjectID p_canvas_item);
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void _key_move(const Vector2& p_dir, bool p_snap, KeyMoveMODE p_move_mode);
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void _list_select(const InputEventMouseButton& b);
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DragType _find_drag_type(const Matrix32& p_xform, const Rect2& p_local_rect, const Point2& p_click, Vector2& r_point);
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void _popup_callback(int p_op);
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bool updating_scroll;
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void _update_scroll(float);
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void _update_scrollbars();
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void incbeg(float& beg,float& end, float inc, float minsize,bool p_symmetric);
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void incend(float& beg,float& end, float inc, float minsize,bool p_symmetric);
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void _append_canvas_item(CanvasItem *p_item);
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void _dialog_value_changed(double);
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void _snap_changed();
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void _selection_result_pressed(int);
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void _selection_menu_hide();
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UndoRedo *undo_redo;
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Point2 _find_topleftmost_point();
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void _find_canvas_items_span(Node *p_node, Rect2& r_rect, const Matrix32& p_xform);
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Object *_get_editor_data(Object *p_what);
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CanvasItem *get_single_item();
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int get_item_count();
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void _keying_changed();
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void _unhandled_key_input(const InputEvent& p_ev);
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void _viewport_input_event(const InputEvent& p_event);
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void _viewport_draw();
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void _focus_selection(int p_op);
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void _set_anchor(Control::AnchorType p_left,Control::AnchorType p_top,Control::AnchorType p_right,Control::AnchorType p_bottom);
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HSplitContainer *palette_split;
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VSplitContainer *bottom_split;
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friend class CanvasItemEditorPlugin;
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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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void end_drag();
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void box_selection_start( Point2 &click );
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bool box_selection_end();
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HBoxContainer *get_panel_hb() { return hb; }
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struct compare_items_x {
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bool operator()( const CanvasItem *a, const CanvasItem *b ) const {
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return a->get_global_transform().elements[2].x < b->get_global_transform().elements[2].x;
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}
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};
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struct compare_items_y {
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bool operator()( const CanvasItem *a, const CanvasItem *b ) const {
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return a->get_global_transform().elements[2].y < b->get_global_transform().elements[2].y;
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}
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};
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struct proj_vector2_x {
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float get( const Vector2 &v ) { return v.x; }
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void set( Vector2 &v, float f ) { v.x = f; }
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};
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struct proj_vector2_y {
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float get( const Vector2 &v ) { return v.y; }
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void set( Vector2 &v, float f ) { v.y = f; }
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};
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template< class P, class C > void space_selected_items();
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static CanvasItemEditor *singleton;
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public:
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Vector2 snap_point(Vector2 p_target, Vector2 p_start = Vector2(0, 0)) const;
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float snap_angle(float p_target, float p_start = 0) const;
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Matrix32 get_canvas_transform() const { return transform; }
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static CanvasItemEditor *get_singleton() { return singleton; }
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Dictionary get_state() const;
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void set_state(const Dictionary& p_state);
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void add_control_to_menu_panel(Control *p_control);
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HSplitContainer *get_palette_split();
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VSplitContainer *get_bottom_split();
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Control *get_viewport_control() { return viewport; }
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bool get_remove_list(List<Node*> *p_list);
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void set_undo_redo(UndoRedo *p_undo_redo) {undo_redo=p_undo_redo; }
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void edit(CanvasItem *p_canvas_item);
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void focus_selection();
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CanvasItemEditor(EditorNode *p_editor);
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};
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class CanvasItemEditorPlugin : public EditorPlugin {
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OBJ_TYPE( CanvasItemEditorPlugin, EditorPlugin );
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CanvasItemEditor *canvas_item_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "2D"; }
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bool has_main_screen() const { return true; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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virtual bool get_remove_list(List<Node*> *p_list) { return canvas_item_editor->get_remove_list(p_list); }
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virtual Dictionary get_state() const;
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virtual void set_state(const Dictionary& p_state);
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CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; }
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CanvasItemEditorPlugin(EditorNode *p_node);
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~CanvasItemEditorPlugin();
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};
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class CanvasItemEditorViewport : public VBoxContainer {
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OBJ_TYPE( CanvasItemEditorViewport, VBoxContainer );
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String default_type;
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Vector<String> types;
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Vector<String> selected_files;
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Node* target_node;
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Point2 drop_pos;
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EditorNode* editor;
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EditorData* editor_data;
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CanvasItemEditor* canvas;
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Node2D* preview;
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AcceptDialog* accept;
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WindowDialog* selector;
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Label* selector_label;
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Label* label;
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Label* label_desc;
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ButtonGroup* btn_group;
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void _on_mouse_exit();
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void _on_select_type(Object* selected);
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void _on_change_type();
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void _create_preview(const Vector<String>& files) const;
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void _remove_preview();
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bool _cyclical_dependency_exists(const String& p_target_scene_path, Node* p_desired_node);
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void _create_nodes(Node* parent, Node* child, String& path, const Point2& p_point);
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bool _create_instance(Node* parent, String& path, const Point2& p_point);
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void _perform_drop_data();
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static void _bind_methods();
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protected:
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void _notification(int p_what);
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public:
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virtual bool can_drop_data(const Point2& p_point,const Variant& p_data) const;
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virtual void drop_data(const Point2& p_point,const Variant& p_data);
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CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor* p_canvas);
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};
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#endif
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