godot/editor/plugins/cast_2d_editor_plugin.cpp

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/**************************************************************************/
/* cast_2d_editor_plugin.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "cast_2d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "editor/editor_node.h"
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#include "editor/editor_undo_redo_manager.h"
#include "scene/2d/physics/ray_cast_2d.h"
#include "scene/2d/physics/shape_cast_2d.h"
void Cast2DEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
get_tree()->connect("node_removed", callable_mp(this, &Cast2DEditor::_node_removed));
} break;
case NOTIFICATION_EXIT_TREE: {
get_tree()->disconnect("node_removed", callable_mp(this, &Cast2DEditor::_node_removed));
} break;
}
}
void Cast2DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = nullptr;
}
}
bool Cast2DEditor::forward_canvas_gui_input(const Ref<InputEvent> &p_event) {
if (!node || !node->is_visible_in_tree()) {
return false;
}
Transform2D xform = canvas_item_editor->get_canvas_transform() * node->get_screen_transform();
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->get_button_index() == MouseButton::LEFT) {
Vector2 target_position = node->get("target_position");
Vector2 gpoint = mb->get_position();
if (mb->is_pressed()) {
if (xform.xform(target_position).distance_to(gpoint) < 8) {
pressed = true;
original_target_position = target_position;
original_mouse_pos = gpoint;
return true;
} else {
pressed = false;
return false;
}
} else if (pressed) {
if (original_mouse_pos != gpoint) {
EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();
undo_redo->create_action(TTR("Set Target Position"));
undo_redo->add_do_property(node, "target_position", target_position);
undo_redo->add_do_method(canvas_item_editor, "update_viewport");
undo_redo->add_undo_property(node, "target_position", original_target_position);
undo_redo->add_undo_method(canvas_item_editor, "update_viewport");
undo_redo->commit_action();
}
pressed = false;
return true;
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && pressed) {
Vector2 point = canvas_item_editor->snap_point(canvas_item_editor->get_canvas_transform().affine_inverse().xform(mm->get_position()));
point = node->get_screen_transform().affine_inverse().xform(point);
node->set("target_position", point);
canvas_item_editor->update_viewport();
return true;
}
return false;
}
void Cast2DEditor::forward_canvas_draw_over_viewport(Control *p_overlay) {
if (!node || !node->is_visible_in_tree()) {
return;
}
Transform2D gt = canvas_item_editor->get_canvas_transform() * node->get_screen_transform();
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const Ref<Texture2D> handle = get_editor_theme_icon(SNAME("EditorHandle"));
p_overlay->draw_texture(handle, gt.xform((Vector2)node->get("target_position")) - handle->get_size() / 2);
}
void Cast2DEditor::edit(Node2D *p_node) {
if (!canvas_item_editor) {
canvas_item_editor = CanvasItemEditor::get_singleton();
}
if (Object::cast_to<RayCast2D>(p_node) || Object::cast_to<ShapeCast2D>(p_node)) {
node = p_node;
} else {
node = nullptr;
}
canvas_item_editor->update_viewport();
}
///////////////////////
void Cast2DEditorPlugin::edit(Object *p_object) {
cast_2d_editor->edit(Object::cast_to<Node2D>(p_object));
}
bool Cast2DEditorPlugin::handles(Object *p_object) const {
return Object::cast_to<RayCast2D>(p_object) != nullptr || Object::cast_to<ShapeCast2D>(p_object) != nullptr;
}
void Cast2DEditorPlugin::make_visible(bool p_visible) {
if (!p_visible) {
edit(nullptr);
}
}
Cast2DEditorPlugin::Cast2DEditorPlugin() {
cast_2d_editor = memnew(Cast2DEditor);
EditorNode::get_singleton()->get_gui_base()->add_child(cast_2d_editor);
}