godot/editor/plugins/canvas_item_editor_plugin.h

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/**************************************************************************/
/* canvas_item_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 CANVAS_ITEM_EDITOR_PLUGIN_H
#define CANVAS_ITEM_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
#include "scene/gui/base_button.h"
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#include "scene/gui/box_container.h"
class AcceptDialog;
class CanvasItemEditorViewport;
class ConfirmationDialog;
class EditorData;
class EditorSelection;
class EditorZoomWidget;
class HScrollBar;
class HSplitContainer;
class MenuButton;
class PanelContainer;
class StyleBoxTexture;
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class ViewPanner;
class VScrollBar;
class VSeparator;
class VSplitContainer;
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class CanvasItemEditorSelectedItem : public Object {
GDCLASS(CanvasItemEditorSelectedItem, Object);
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public:
Transform2D prev_xform;
real_t prev_rot = 0;
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Rect2 prev_rect;
Vector2 prev_pivot;
real_t prev_anchors[4] = { (real_t)0.0 };
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Transform2D pre_drag_xform;
Rect2 pre_drag_rect;
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List<real_t> pre_drag_bones_length;
List<Dictionary> pre_drag_bones_undo_state;
Dictionary undo_state;
CanvasItemEditorSelectedItem() {}
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};
class CanvasItemEditor : public VBoxContainer {
GDCLASS(CanvasItemEditor, VBoxContainer);
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public:
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enum Tool {
TOOL_SELECT,
TOOL_LIST_SELECT,
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TOOL_MOVE,
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TOOL_SCALE,
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TOOL_ROTATE,
TOOL_EDIT_PIVOT,
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TOOL_PAN,
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TOOL_RULER,
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TOOL_MAX
};
enum AddNodeOption {
ADD_NODE,
ADD_INSTANCE,
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ADD_PASTE,
ADD_MOVE,
};
private:
enum SnapTarget {
SNAP_TARGET_NONE = 0,
SNAP_TARGET_PARENT,
SNAP_TARGET_SELF_ANCHORS,
SNAP_TARGET_SELF,
SNAP_TARGET_OTHER_NODE,
SNAP_TARGET_GUIDE,
SNAP_TARGET_GRID,
SNAP_TARGET_PIXEL
};
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enum MenuOption {
SNAP_USE,
SNAP_USE_NODE_PARENT,
SNAP_USE_NODE_ANCHORS,
SNAP_USE_NODE_SIDES,
SNAP_USE_NODE_CENTER,
SNAP_USE_OTHER_NODES,
SNAP_USE_GRID,
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SNAP_USE_GUIDES,
SNAP_USE_ROTATION,
SNAP_USE_SCALE,
SNAP_RELATIVE,
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SNAP_CONFIGURE,
SNAP_USE_PIXEL,
SHOW_HELPERS,
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SHOW_RULERS,
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SHOW_GUIDES,
SHOW_ORIGIN,
SHOW_VIEWPORT,
SHOW_EDIT_LOCKS,
SHOW_TRANSFORMATION_GIZMOS,
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LOCK_SELECTED,
UNLOCK_SELECTED,
GROUP_SELECTED,
UNGROUP_SELECTED,
ANIM_INSERT_KEY,
ANIM_INSERT_KEY_EXISTING,
ANIM_INSERT_POS,
ANIM_INSERT_ROT,
ANIM_INSERT_SCALE,
ANIM_COPY_POSE,
ANIM_PASTE_POSE,
ANIM_CLEAR_POSE,
CLEAR_GUIDES,
VIEW_CENTER_TO_SELECTION,
VIEW_FRAME_TO_SELECTION,
PREVIEW_CANVAS_SCALE,
SKELETON_MAKE_BONES,
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
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SKELETON_SHOW_BONES
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};
enum DragType {
DRAG_NONE,
DRAG_BOX_SELECTION,
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DRAG_LEFT,
DRAG_TOP_LEFT,
DRAG_TOP,
DRAG_TOP_RIGHT,
DRAG_RIGHT,
DRAG_BOTTOM_RIGHT,
DRAG_BOTTOM,
DRAG_BOTTOM_LEFT,
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DRAG_ANCHOR_TOP_LEFT,
DRAG_ANCHOR_TOP_RIGHT,
DRAG_ANCHOR_BOTTOM_RIGHT,
DRAG_ANCHOR_BOTTOM_LEFT,
DRAG_ANCHOR_ALL,
DRAG_QUEUED,
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DRAG_MOVE,
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DRAG_MOVE_X,
DRAG_MOVE_Y,
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DRAG_SCALE_X,
DRAG_SCALE_Y,
DRAG_SCALE_BOTH,
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DRAG_ROTATE,
DRAG_PIVOT,
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DRAG_V_GUIDE,
DRAG_H_GUIDE,
DRAG_DOUBLE_GUIDE,
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DRAG_KEY_MOVE
};
enum GridVisibility {
GRID_VISIBILITY_SHOW,
GRID_VISIBILITY_SHOW_WHEN_SNAPPING,
GRID_VISIBILITY_HIDE,
};
bool selection_menu_additive_selection = false;
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Tool tool = TOOL_SELECT;
Control *viewport = nullptr;
Control *viewport_scrollable = nullptr;
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HScrollBar *h_scroll = nullptr;
VScrollBar *v_scroll = nullptr;
// Used for secondary menu items which are displayed depending on the currently selected node
// (such as MeshInstance's "Mesh" menu).
PanelContainer *context_toolbar_panel = nullptr;
HBoxContainer *context_toolbar_hbox = nullptr;
HashMap<Control *, VSeparator *> context_toolbar_separators;
void _update_context_toolbar();
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Transform2D transform;
GridVisibility grid_visibility = GRID_VISIBILITY_SHOW_WHEN_SNAPPING;
bool show_rulers = true;
bool show_guides = true;
bool show_origin = true;
bool show_viewport = true;
bool show_helpers = false;
bool show_edit_locks = true;
bool show_transformation_gizmos = true;
real_t zoom = 1.0;
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Point2 view_offset;
Point2 previous_update_view_offset;
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bool selected_from_canvas = false;
// Defaults are defined in clear().
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Point2 grid_offset;
Point2 grid_step;
Vector2i primary_grid_step;
int grid_step_multiplier = 0;
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real_t snap_rotation_step = 0.0;
real_t snap_rotation_offset = 0.0;
real_t snap_scale_step = 0.0;
bool smart_snap_active = false;
bool grid_snap_active = false;
bool snap_node_parent = true;
bool snap_node_anchors = true;
bool snap_node_sides = true;
bool snap_node_center = true;
bool snap_other_nodes = true;
bool snap_guides = true;
bool snap_rotation = false;
bool snap_scale = false;
bool snap_relative = false;
// Enable pixel snapping even if pixel snap rendering is disabled in the Project Settings.
// This results in crisper visuals by preventing 2D nodes from being placed at subpixel coordinates.
bool snap_pixel = true;
bool key_pos = true;
bool key_rot = true;
bool key_scale = false;
bool pan_pressed = false;
bool ruler_tool_active = false;
Point2 ruler_tool_origin;
Point2 node_create_position;
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MenuOption last_option;
struct _SelectResult {
CanvasItem *item = nullptr;
real_t z_index = 0;
bool has_z = true;
_FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const {
return has_z && p_rr.has_z ? p_rr.z_index < z_index : p_rr.has_z;
}
};
Vector<_SelectResult> selection_results;
Vector<_SelectResult> selection_results_menu;
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struct _HoverResult {
Point2 position;
Ref<Texture2D> icon;
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String name;
};
Vector<_HoverResult> hovering_results;
struct BoneList {
Transform2D xform;
real_t length = 0;
uint64_t last_pass = 0;
};
uint64_t bone_last_frame = 0;
struct BoneKey {
ObjectID from;
ObjectID to;
_FORCE_INLINE_ bool operator<(const BoneKey &p_key) const {
if (from == p_key.from) {
return to < p_key.to;
} else {
return from < p_key.from;
}
}
};
HashMap<BoneKey, BoneList> bone_list;
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struct PoseClipboard {
Vector2 pos;
Vector2 scale;
real_t rot = 0;
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ObjectID id;
};
List<PoseClipboard> pose_clipboard;
Button *select_button = nullptr;
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Button *move_button = nullptr;
Button *scale_button = nullptr;
Button *rotate_button = nullptr;
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Button *list_select_button = nullptr;
Button *pivot_button = nullptr;
Button *pan_button = nullptr;
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Button *ruler_button = nullptr;
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Button *smart_snap_button = nullptr;
Button *grid_snap_button = nullptr;
MenuButton *snap_config_menu = nullptr;
PopupMenu *smartsnap_config_popup = nullptr;
Button *lock_button = nullptr;
Button *unlock_button = nullptr;
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Button *group_button = nullptr;
Button *ungroup_button = nullptr;
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MenuButton *skeleton_menu = nullptr;
Button *override_camera_button = nullptr;
MenuButton *view_menu = nullptr;
PopupMenu *grid_menu = nullptr;
PopupMenu *theme_menu = nullptr;
HBoxContainer *animation_hb = nullptr;
MenuButton *animation_menu = nullptr;
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Button *key_loc_button = nullptr;
Button *key_rot_button = nullptr;
Button *key_scale_button = nullptr;
Button *key_insert_button = nullptr;
Button *key_auto_insert_button = nullptr;
PopupMenu *selection_menu = nullptr;
PopupMenu *add_node_menu = nullptr;
Control *top_ruler = nullptr;
Control *left_ruler = nullptr;
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Point2 drag_start_origin;
DragType drag_type = DRAG_NONE;
Point2 drag_from;
Point2 drag_to;
Point2 drag_rotation_center;
List<CanvasItem *> drag_selection;
int dragged_guide_index = -1;
Point2 dragged_guide_pos;
bool is_hovering_h_guide = false;
bool is_hovering_v_guide = false;
bool updating_value_dialog = false;
Transform2D original_transform;
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Point2 box_selecting_to;
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Ref<StyleBoxTexture> select_sb;
Ref<Texture2D> select_handle;
Ref<Texture2D> anchor_handle;
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Ref<Shortcut> drag_pivot_shortcut;
Ref<Shortcut> set_pivot_shortcut;
Ref<Shortcut> multiply_grid_step_shortcut;
Ref<Shortcut> divide_grid_step_shortcut;
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Ref<ViewPanner> panner;
bool warped_panning = true;
void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
bool _is_node_locked(const Node *p_node) const;
bool _is_node_movable(const Node *p_node, bool p_popup_warning = false);
void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<_SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
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void _get_canvas_items_at_pos(const Point2 &p_pos, Vector<_SelectResult> &r_items, bool p_allow_locked = false);
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void _find_canvas_items_in_rect(const Rect2 &p_rect, Node *p_node, List<CanvasItem *> *r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append);
ConfirmationDialog *snap_dialog = nullptr;
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CanvasItem *ref_item = nullptr;
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void _save_canvas_item_state(List<CanvasItem *> p_canvas_items, bool save_bones = false);
void _restore_canvas_item_state(List<CanvasItem *> p_canvas_items, bool restore_bones = false);
void _commit_canvas_item_state(List<CanvasItem *> p_canvas_items, String action_name, bool commit_bones = false);
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Vector2 _anchor_to_position(const Control *p_control, Vector2 anchor);
Vector2 _position_to_anchor(const Control *p_control, Vector2 position);
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void _popup_callback(int p_op);
bool updating_scroll = false;
void _update_scroll(real_t);
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void _update_scrollbars();
void _snap_changed();
void _selection_result_pressed(int);
void _selection_menu_hide();
void _add_node_pressed(int p_result);
void _node_created(Node *p_node);
void _reset_create_position();
void _update_editor_settings();
bool _is_grid_visible() const;
void _prepare_grid_menu();
void _on_grid_menu_id_pressed(int p_id);
public:
enum ThemePreviewMode {
THEME_PREVIEW_PROJECT,
THEME_PREVIEW_EDITOR,
THEME_PREVIEW_DEFAULT,
THEME_PREVIEW_MAX // The number of options for enumerating.
};
private:
ThemePreviewMode theme_preview = THEME_PREVIEW_PROJECT;
void _switch_theme_preview(int p_mode);
List<CanvasItem *> _get_edited_canvas_items(bool retrieve_locked = false, bool remove_canvas_item_if_parent_in_selection = true) const;
Rect2 _get_encompassing_rect_from_list(List<CanvasItem *> p_list);
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void _expand_encompassing_rect_using_children(Rect2 &r_rect, const Node *p_node, bool &r_first, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D(), bool include_locked_nodes = true);
Rect2 _get_encompassing_rect(const Node *p_node);
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Object *_get_editor_data(Object *p_what);
void _insert_animation_keys(bool p_location, bool p_rotation, bool p_scale, bool p_on_existing);
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void _keying_changed();
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virtual void shortcut_input(const Ref<InputEvent> &p_ev) override;
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void _draw_text_at_position(Point2 p_position, String p_string, Side p_side);
void _draw_margin_at_position(int p_value, Point2 p_position, Side p_side);
void _draw_percentage_at_position(real_t p_value, Point2 p_position, Side p_side);
void _draw_straight_line(Point2 p_from, Point2 p_to, Color p_color);
void _draw_smart_snapping();
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void _draw_rulers();
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void _draw_guides();
void _draw_focus();
void _draw_grid();
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void _draw_ruler_tool();
void _draw_control_anchors(Control *control);
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void _draw_control_helpers(Control *control);
void _draw_selection();
void _draw_axis();
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void _draw_invisible_nodes_positions(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _draw_locks_and_groups(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
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void _draw_hover();
void _draw_transform_message();
void _draw_viewport();
bool _gui_input_anchors(const Ref<InputEvent> &p_event);
bool _gui_input_move(const Ref<InputEvent> &p_event);
bool _gui_input_open_scene_on_double_click(const Ref<InputEvent> &p_event);
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bool _gui_input_scale(const Ref<InputEvent> &p_event);
bool _gui_input_pivot(const Ref<InputEvent> &p_event);
bool _gui_input_resize(const Ref<InputEvent> &p_event);
bool _gui_input_rotate(const Ref<InputEvent> &p_event);
bool _gui_input_select(const Ref<InputEvent> &p_event);
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bool _gui_input_ruler_tool(const Ref<InputEvent> &p_event);
bool _gui_input_zoom_or_pan(const Ref<InputEvent> &p_event, bool p_already_accepted);
bool _gui_input_rulers_and_guides(const Ref<InputEvent> &p_event);
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bool _gui_input_hover(const Ref<InputEvent> &p_event);
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void _gui_input_viewport(const Ref<InputEvent> &p_event);
void _update_cursor();
void _selection_changed();
void _focus_selection(int p_op);
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void _reset_drag();
SnapTarget snap_target[2];
Transform2D snap_transform;
void _snap_if_closer_float(
const real_t p_value,
real_t &r_current_snap, SnapTarget &r_current_snap_target,
const real_t p_target_value, const SnapTarget p_snap_target,
const real_t p_radius = 10.0);
void _snap_if_closer_point(
Point2 p_value,
Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
Point2 p_target_value, const SnapTarget p_snap_target,
const real_t rotation = 0.0,
const real_t p_radius = 10.0);
void _snap_other_nodes(
const Point2 p_value,
const Transform2D p_transform_to_snap,
Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
const SnapTarget p_snap_target, List<const CanvasItem *> p_exceptions,
const Node *p_current);
VBoxContainer *controls_vb = nullptr;
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Button *button_center_view = nullptr;
EditorZoomWidget *zoom_widget = nullptr;
void _update_zoom(real_t p_zoom);
void _shortcut_zoom_set(real_t p_zoom);
void _zoom_on_position(real_t p_zoom, Point2 p_position = Point2());
void _button_toggle_smart_snap(bool p_status);
void _button_toggle_grid_snap(bool p_status);
void _button_override_camera(bool p_pressed);
void _button_tool_select(int p_index);
void _update_override_camera_button(bool p_game_running);
HSplitContainer *left_panel_split = nullptr;
HSplitContainer *right_panel_split = nullptr;
VSplitContainer *bottom_split = nullptr;
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
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void _set_owner_for_node_and_children(Node *p_node, Node *p_owner);
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friend class CanvasItemEditorPlugin;
protected:
void _notification(int p_what);
static void _bind_methods();
static CanvasItemEditor *singleton;
public:
enum SnapMode {
SNAP_GRID = 1 << 0,
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SNAP_GUIDES = 1 << 1,
SNAP_PIXEL = 1 << 2,
SNAP_NODE_PARENT = 1 << 3,
SNAP_NODE_ANCHORS = 1 << 4,
SNAP_NODE_SIDES = 1 << 5,
SNAP_NODE_CENTER = 1 << 6,
SNAP_OTHER_NODES = 1 << 7,
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SNAP_DEFAULT = SNAP_GRID | SNAP_GUIDES | SNAP_PIXEL,
};
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Point2 snap_point(Point2 p_target, unsigned int p_modes = SNAP_DEFAULT, unsigned int p_forced_modes = 0, const CanvasItem *p_self_canvas_item = nullptr, List<CanvasItem *> p_other_nodes_exceptions = List<CanvasItem *>());
real_t snap_angle(real_t p_target, real_t p_start = 0) const;
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Transform2D get_canvas_transform() const { return transform; }
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static CanvasItemEditor *get_singleton() { return singleton; }
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
void clear();
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void add_control_to_menu_panel(Control *p_control);
void remove_control_from_menu_panel(Control *p_control);
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void add_control_to_left_panel(Control *p_control);
void remove_control_from_left_panel(Control *p_control);
void add_control_to_right_panel(Control *p_control);
void remove_control_from_right_panel(Control *p_control);
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VSplitContainer *get_bottom_split();
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Control *get_viewport_control() { return viewport; }
Control *get_controls_container() { return controls_vb; }
void update_viewport();
Tool get_current_tool() { return tool; }
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void set_current_tool(Tool p_tool);
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void edit(CanvasItem *p_canvas_item);
void focus_selection();
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void center_at(const Point2 &p_pos);
virtual CursorShape get_cursor_shape(const Point2 &p_pos) const override;
ThemePreviewMode get_theme_preview() const { return theme_preview; }
EditorSelection *editor_selection = nullptr;
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
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CanvasItemEditor();
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};
class CanvasItemEditorPlugin : public EditorPlugin {
GDCLASS(CanvasItemEditorPlugin, EditorPlugin);
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CanvasItemEditor *canvas_item_editor = nullptr;
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protected:
void _notification(int p_what);
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public:
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virtual String get_name() const override { return "2D"; }
bool has_main_screen() const override { return true; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
virtual Dictionary get_state() const override;
virtual void set_state(const Dictionary &p_state) override;
virtual void clear() override;
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CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; }
CanvasItemEditorPlugin();
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~CanvasItemEditorPlugin();
};
class CanvasItemEditorViewport : public Control {
GDCLASS(CanvasItemEditorViewport, Control);
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// The type of node that will be created when dropping texture into the viewport.
String default_texture_node_type;
// Node types that are available to select from when dropping texture into viewport.
Vector<String> texture_node_types;
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Vector<String> selected_files;
Node *target_node = nullptr;
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Point2 drop_pos;
CanvasItemEditor *canvas_item_editor = nullptr;
Control *preview_node = nullptr;
AcceptDialog *accept = nullptr;
AcceptDialog *selector = nullptr;
Label *selector_label = nullptr;
Label *label = nullptr;
Label *label_desc = nullptr;
VBoxContainer *btn_group = nullptr;
Ref<ButtonGroup> button_group;
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void _on_mouse_exit();
void _on_select_type(Object *selected);
void _on_change_type_confirmed();
void _on_change_type_closed();
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void _create_preview(const Vector<String> &files) const;
void _remove_preview();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
bool _only_packed_scenes_selected() const;
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void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point);
bool _create_instance(Node *parent, String &path, const Point2 &p_point);
void _perform_drop_data();
void _show_resource_type_selector();
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void _update_theme();
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protected:
void _notification(int p_what);
public:
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virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override;
virtual void drop_data(const Point2 &p_point, const Variant &p_data) override;
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CanvasItemEditorViewport(CanvasItemEditor *p_canvas_item_editor);
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~CanvasItemEditorViewport();
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};
#endif // CANVAS_ITEM_EDITOR_PLUGIN_H