godot/editor/plugins/texture_region_editor_plugin.h

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/*************************************************************************/
/* texture_region_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 TEXTURE_REGION_EDITOR_PLUGIN_H
#define TEXTURE_REGION_EDITOR_PLUGIN_H
#include "canvas_item_editor_plugin.h"
#include "editor/editor_plugin.h"
#include "scene/2d/sprite_2d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/gui/nine_patch_rect.h"
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
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class ViewPanner;
class TextureRegionEditor : public VBoxContainer {
GDCLASS(TextureRegionEditor, VBoxContainer);
enum SnapMode {
SNAP_NONE,
SNAP_PIXEL,
SNAP_GRID,
SNAP_AUTOSLICE
};
friend class TextureRegionEditorPlugin;
OptionButton *snap_mode_button = nullptr;
Button *zoom_in = nullptr;
Button *zoom_reset = nullptr;
Button *zoom_out = nullptr;
HBoxContainer *hb_grid = nullptr; //For showing/hiding the grid controls when changing the SnapMode
SpinBox *sb_step_y = nullptr;
SpinBox *sb_step_x = nullptr;
SpinBox *sb_off_y = nullptr;
SpinBox *sb_off_x = nullptr;
SpinBox *sb_sep_y = nullptr;
SpinBox *sb_sep_x = nullptr;
Panel *edit_draw = nullptr;
VScrollBar *vscroll = nullptr;
HScrollBar *hscroll = nullptr;
UndoRedo *undo_redo = nullptr;
Vector2 draw_ofs;
float draw_zoom;
bool updating_scroll;
int snap_mode;
Vector2 snap_offset;
Vector2 snap_step;
Vector2 snap_separation;
Sprite2D *node_sprite_2d = nullptr;
Sprite3D *node_sprite_3d = nullptr;
NinePatchRect *node_ninepatch = nullptr;
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Ref<StyleBoxTexture> obj_styleBox;
Ref<AtlasTexture> atlas_tex;
Rect2 rect;
Rect2 rect_prev;
float prev_margin = 0.0f;
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int edited_margin;
Map<RID, List<Rect2>> cache_map;
List<Rect2> autoslice_cache;
bool autoslice_is_dirty;
bool drag;
bool creating = false;
Vector2 drag_from;
int drag_index;
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Ref<ViewPanner> panner;
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void _scroll_callback(Vector2 p_scroll_vec, bool p_alt);
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void _pan_callback(Vector2 p_scroll_vec);
void _zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt);
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_on_position(float p_zoom, Point2 p_position = Point2());
void _zoom_in();
void _zoom_reset();
void _zoom_out();
void apply_rect(const Rect2 &p_rect);
void _update_rect();
void _update_autoslice();
void _texture_changed();
protected:
void _notification(int p_what);
void _node_removed(Object *p_obj);
static void _bind_methods();
Vector2 snap_point(Vector2 p_target) const;
public:
void _edit_region();
void _region_draw();
void _region_input(const Ref<InputEvent> &p_input);
void _scroll_changed(float);
bool is_stylebox();
bool is_atlas_texture();
bool is_ninepatch();
Sprite2D *get_sprite_2d();
Sprite3D *get_sprite_3d();
void edit(Object *p_obj);
TextureRegionEditor();
};
class TextureRegionEditorPlugin : public EditorPlugin {
GDCLASS(TextureRegionEditorPlugin, EditorPlugin);
bool manually_hidden;
Button *texture_region_button = nullptr;
TextureRegionEditor *region_editor = nullptr;
protected:
static void _bind_methods();
void _editor_visiblity_changed();
public:
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virtual String get_name() const override { return "TextureRegion"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
void set_state(const Dictionary &p_state) override;
Dictionary get_state() const override;
TextureRegionEditorPlugin();
};
#endif // TEXTURE_REGION_EDITOR_PLUGIN_H