virtualx-engine/editor/plugins/tile_set_editor_plugin.h
2018-03-02 23:15:32 +07:00

232 lines
7 KiB
C++

/*************************************************************************/
/* tile_set_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 TILE_SET_EDITOR_PLUGIN_H
#define TILE_SET_EDITOR_PLUGIN_H
#include "editor/editor_name_dialog.h"
#include "editor/editor_node.h"
#include "editor/plugins/texture_region_editor_plugin.h"
#include "scene/2d/sprite.h"
#include "scene/resources/convex_polygon_shape_2d.h"
#include "scene/resources/tile_set.h"
class TileSetEditorHelper;
class TileSetEditor : public Control {
friend class TileSetEditorPlugin;
friend class TextureRegionEditor;
GDCLASS(TileSetEditor, Control);
enum EditMode {
EDITMODE_COLLISION,
EDITMODE_OCCLUSION,
EDITMODE_NAVIGATION,
EDITMODE_BITMASK,
EDITMODE_PRIORITY,
EDITMODE_ICON,
EDITMODE_MAX
};
enum TileSetToolbar {
TOOLBAR_DUMMY,
TOOLBAR_BITMASK,
TOOLBAR_SHAPE,
TOOLBAR_MAX
};
enum TileSetTools {
TOOL_SELECT,
BITMASK_COPY,
BITMASK_PASTE,
BITMASK_CLEAR,
SHAPE_NEW_POLYGON,
SHAPE_DELETE,
SHAPE_CREATE_FROM_BITMASK,
SHAPE_CREATE_FROM_NOT_BITMASK,
SHAPE_KEEP_INSIDE_TILE,
SHAPE_GRID_SNAP,
ZOOM_OUT,
ZOOM_1,
ZOOM_IN,
TOOL_MAX
};
Ref<TileSet> tileset;
Ref<ConvexPolygonShape2D> edited_collision_shape;
Ref<OccluderPolygon2D> edited_occlusion_shape;
Ref<NavigationPolygon> edited_navigation_shape;
int current_item_index;
Sprite *preview;
ScrollContainer *scroll;
Control *workspace_container;
bool draw_handles;
Control *workspace_overlay;
Control *workspace;
Button *tool_editmode[EDITMODE_MAX];
HBoxContainer *tool_containers[TOOLBAR_MAX];
HBoxContainer *toolbar;
HBoxContainer *hb_grid;
ToolButton *tools[TOOL_MAX];
SpinBox *spin_priority;
SpinBox *sb_step_y;
SpinBox *sb_step_x;
SpinBox *sb_off_y;
SpinBox *sb_off_x;
SpinBox *sb_sep_y;
SpinBox *sb_sep_x;
EditMode edit_mode;
Vector2 snap_step;
Vector2 snap_offset;
Vector2 snap_separation;
bool creating_shape;
int dragging_point;
Vector2 edited_shape_coord;
PoolVector2Array current_shape;
Map<Vector2, uint16_t> bitmask_map_copy;
EditorNode *editor;
TextureRegionEditor *texture_region_editor;
Control *bottom_panel;
Control *side_panel;
ItemList *tile_list;
PropertyEditor *property_editor;
TileSetEditorHelper *helper;
MenuButton *menu;
ConfirmationDialog *cd;
EditorNameDialog *nd;
AcceptDialog *err_dialog;
enum {
MENU_OPTION_ADD_ITEM,
MENU_OPTION_REMOVE_ITEM,
MENU_OPTION_CREATE_FROM_SCENE,
MENU_OPTION_MERGE_FROM_SCENE
};
int option;
void _menu_cbk(int p_option);
void _menu_confirm();
void _name_dialog_confirm(const String &name);
static void _import_node(Node *p_node, Ref<TileSet> p_library);
static void _import_scene(Node *p_scene, Ref<TileSet> p_library, bool p_merge);
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _changed_callback(Object *p_changed, const char *p_prop);
public:
void edit(const Ref<TileSet> &p_tileset);
static Error update_library_file(Node *p_base_scene, Ref<TileSet> ml, bool p_merge = true);
TileSetEditor(EditorNode *p_editor);
~TileSetEditor();
private:
void _on_tile_list_selected(int p_index);
void _on_edit_mode_changed(int p_edit_mode);
void _on_workspace_overlay_draw();
void _on_workspace_draw();
void _on_workspace_input(const Ref<InputEvent> &p_ie);
void _on_tool_clicked(int p_tool);
void _on_priority_changed(float val);
void _on_grid_snap_toggled(bool p_val);
void _set_snap_step_x(float p_val);
void _set_snap_step_y(float p_val);
void _set_snap_off_x(float p_val);
void _set_snap_off_y(float p_val);
void _set_snap_sep_x(float p_val);
void _set_snap_sep_y(float p_val);
void initialize_bottom_editor();
void draw_highlight_tile(Vector2 coord, const Vector<Vector2> &other_highlighted = Vector<Vector2>());
void draw_grid_snap();
void draw_polygon_shapes();
void close_shape(const Vector2 &shape_anchor);
void select_coord(const Vector2 &coord);
Vector2 snap_point(const Vector2 &point);
void update_tile_list();
void update_tile_list_icon();
void update_workspace_tile_mode();
int get_current_tile();
};
class TileSetEditorHelper : public Object {
friend class TileSetEditor;
GDCLASS(TileSetEditorHelper, Object);
Ref<TileSet> tileset;
TileSetEditor *tileset_editor;
int selected_tile;
public:
void set_tileset(const Ref<TileSet> &p_tileset);
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
TileSetEditorHelper(TileSetEditor *p_tileset_editor);
};
class TileSetEditorPlugin : public EditorPlugin {
GDCLASS(TileSetEditorPlugin, EditorPlugin);
TileSetEditor *tileset_editor;
EditorNode *editor;
ToolButton *tileset_editor_button;
ToolButton *texture_region_button;
public:
virtual String get_name() const { return "TileSet"; }
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);
TileSetEditorPlugin(EditorNode *p_node);
};
#endif // TILE_SET_EDITOR_PLUGIN_H