virtualx-engine/tools/editor/plugins/texture_region_editor_plugin.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

153 lines
5 KiB
C++

/*************************************************************************/
/* texture_region_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Author: Mariano Suligoy */
/* */
/* 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 "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/2d/sprite.h"
#include "scene/gui/patch_9_frame.h"
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
class TextureRegionEditor : public Control {
OBJ_TYPE(TextureRegionEditor, Control );
enum SnapMode {
SNAP_NONE,
SNAP_PIXEL,
SNAP_GRID,
SNAP_AUTOSLICE
};
friend class TextureRegionEditorPlugin;
MenuButton *snap_mode_button;
TextureFrame *icon_zoom;
ToolButton *zoom_in;
ToolButton *zoom_reset;
ToolButton *zoom_out;
HBoxContainer * hb_grid; //For showing/hiding the grid controls when changing the SnapMode
SpinBox *sb_step_y;
SpinBox *sb_step_x;
SpinBox *sb_off_y;
SpinBox *sb_off_x;
SpinBox *sb_sep_y;
SpinBox *sb_sep_x;
Control *edit_draw;
VScrollBar *vscroll;
HScrollBar *hscroll;
EditorNode *editor;
UndoRedo* undo_redo;
Vector2 draw_ofs;
float draw_zoom;
bool updating_scroll;
int snap_mode;
Vector2 snap_offset;
Vector2 snap_step;
Vector2 snap_separation;
Patch9Frame *node_patch9;
Sprite *node_sprite;
Ref<StyleBoxTexture> obj_styleBox;
Ref<AtlasTexture> atlas_tex;
Rect2 rect;
Rect2 rect_prev;
float prev_margin;
int edited_margin;
List<Rect2> autoslice_cache;
bool drag;
bool creating;
Vector2 drag_from;
int drag_index;
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_in();
void _zoom_reset();
void _zoom_out();
void apply_rect(const Rect2& rect);
protected:
void _notification(int p_what);
void _node_removed(Object *p_obj);
static void _bind_methods();
Vector2 snap_point(Vector2 p_target) const;
virtual void _changed_callback(Object *p_changed, const char *p_prop);
public:
void _edit_region();
void _region_draw();
void _region_input(const InputEvent &p_input);
void _scroll_changed(float);
void edit(Object *p_obj);
TextureRegionEditor(EditorNode* p_editor);
};
class TextureRegionEditorPlugin : public EditorPlugin
{
OBJ_TYPE( TextureRegionEditorPlugin, EditorPlugin );
Button *region_button;
TextureRegionEditor *region_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "TextureRegion"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
void set_state(const Dictionary &p_state);
Dictionary get_state() const;
TextureRegionEditorPlugin(EditorNode *p_node);
};
#endif // TEXTURE_REGION_EDITOR_PLUGIN_H