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!
138 lines
4.6 KiB
C++
138 lines
4.6 KiB
C++
/*************************************************************************/
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/* sprite_frames_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 SPRITE_FRAMES_EDITOR_PLUGIN_H
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#define SPRITE_FRAMES_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/tree.h"
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#include "scene/2d/animated_sprite.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/split_container.h"
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class SpriteFramesEditor : public PanelContainer {
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OBJ_TYPE(SpriteFramesEditor, PanelContainer );
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Button *load;
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Button *_delete;
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Button *paste;
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Button *empty;
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Button *empty2;
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Button *move_up;
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Button *move_down;
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ItemList *tree;
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bool loading_scene;
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int sel;
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HSplitContainer *split;
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Button *new_anim;
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Button *remove_anim;
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Tree *animations;
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SpinBox *anim_speed;
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CheckButton *anim_loop;
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EditorFileDialog *file;
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AcceptDialog *dialog;
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SpriteFrames *frames;
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StringName edited_anim;
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void _load_pressed();
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void _load_scene_pressed();
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void _file_load_request(const DVector<String>& p_path, int p_at_pos=-1);
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void _paste_pressed();
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void _empty_pressed();
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void _empty2_pressed();
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void _delete_pressed();
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void _delete_confirm_pressed();
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void _up_pressed();
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void _down_pressed();
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void _update_library(bool p_skip_selector=false);
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void _item_edited();
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void _animation_select();
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void _animation_name_edited();
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void _animation_add();
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void _animation_remove();
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void _animation_loop_changed();
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void _animation_fps_changed(double p_value);
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bool updating;
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UndoRedo *undo_redo;
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bool _is_drop_valid(const Dictionary& p_drag_data, const Dictionary& p_item_data) const;
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Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
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bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
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void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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void set_undo_redo(UndoRedo *p_undo_redo) {undo_redo=p_undo_redo; }
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void edit(SpriteFrames* p_frames);
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SpriteFramesEditor();
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};
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class SpriteFramesEditorPlugin : public EditorPlugin {
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OBJ_TYPE( SpriteFramesEditorPlugin, EditorPlugin );
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SpriteFramesEditor *frames_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "SpriteFrames"; }
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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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SpriteFramesEditorPlugin(EditorNode *p_node);
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~SpriteFramesEditorPlugin();
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};
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#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H
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