112 lines
4.1 KiB
C++
112 lines
4.1 KiB
C++
/*************************************************************************/
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/* light_occluder_2d_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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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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 LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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#define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/light_occluder_2d.h"
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#include "scene/gui/button_group.h"
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#include "scene/gui/tool_button.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 LightOccluder2DEditor : public HBoxContainer {
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GDCLASS(LightOccluder2DEditor, 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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};
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Mode mode;
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ToolButton *button_create;
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ToolButton *button_edit;
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CanvasItemEditor *canvas_item_editor;
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EditorNode *editor;
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Panel *panel;
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LightOccluder2D *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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ConfirmationDialog *create_poly;
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void _wip_close(bool p_closed);
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void _canvas_draw();
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void _menu_option(int p_option);
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void _create_poly();
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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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public:
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Vector2 snap_point(const Vector2 &p_point) const;
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bool forward_gui_input(const Ref<InputEvent> &p_event);
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void edit(Node *p_collision_polygon);
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LightOccluder2DEditor(EditorNode *p_editor);
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};
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class LightOccluder2DEditorPlugin : public EditorPlugin {
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GDCLASS(LightOccluder2DEditorPlugin, EditorPlugin);
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LightOccluder2DEditor *collision_polygon_editor;
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EditorNode *editor;
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public:
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virtual bool forward_canvas_gui_input(const Transform2D &p_canvas_xform, const Ref<InputEvent> &p_event) { return collision_polygon_editor->forward_gui_input(p_event); }
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virtual String get_name() const { return "LightOccluder2D"; }
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bool has_main_screen() const { return false; }
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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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LightOccluder2DEditorPlugin(EditorNode *p_node);
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~LightOccluder2DEditorPlugin();
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};
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#endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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