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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
174 lines
5.3 KiB
C++
174 lines
5.3 KiB
C++
/*************************************************************************/
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/* polygon_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 POLYGON_2D_EDITOR_PLUGIN_H
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#define POLYGON_2D_EDITOR_PLUGIN_H
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#include "editor/plugins/abstract_polygon_2d_editor.h"
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#include "scene/gui/scroll_container.h"
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class Polygon2DEditor : public AbstractPolygon2DEditor {
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GDCLASS(Polygon2DEditor, AbstractPolygon2DEditor);
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enum Mode {
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MODE_EDIT_UV = MODE_CONT,
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UVEDIT_POLYGON_TO_UV,
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UVEDIT_UV_TO_POLYGON,
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UVEDIT_UV_CLEAR,
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UVEDIT_GRID_SETTINGS
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};
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enum UVMode {
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UV_MODE_CREATE,
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UV_MODE_CREATE_INTERNAL,
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UV_MODE_REMOVE_INTERNAL,
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UV_MODE_EDIT_POINT,
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UV_MODE_MOVE,
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UV_MODE_ROTATE,
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UV_MODE_SCALE,
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UV_MODE_ADD_POLYGON,
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UV_MODE_REMOVE_POLYGON,
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UV_MODE_PAINT_WEIGHT,
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UV_MODE_CLEAR_WEIGHT,
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UV_MODE_MAX
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};
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ToolButton *uv_edit_mode[4];
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Ref<ButtonGroup> uv_edit_group;
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Polygon2D *node;
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UVMode uv_mode;
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AcceptDialog *uv_edit;
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ToolButton *uv_button[UV_MODE_MAX];
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ToolButton *b_snap_enable;
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ToolButton *b_snap_grid;
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Panel *uv_edit_draw;
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HSlider *uv_zoom;
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SpinBox *uv_zoom_value;
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HScrollBar *uv_hscroll;
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VScrollBar *uv_vscroll;
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MenuButton *uv_menu;
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TextureRect *uv_icon_zoom;
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VBoxContainer *bone_scroll_main_vb;
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ScrollContainer *bone_scroll;
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VBoxContainer *bone_scroll_vb;
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Button *sync_bones;
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HSlider *bone_paint_strength;
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SpinBox *bone_paint_radius;
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Label *bone_paint_radius_label;
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bool bone_painting;
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int bone_painting_bone;
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Vector<float> prev_weights;
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Vector2 bone_paint_pos;
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AcceptDialog *grid_settings;
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void _sync_bones();
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void _update_bone_list();
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Vector2 uv_draw_ofs;
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float uv_draw_zoom;
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Vector<Vector2> points_prev;
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Vector<Vector2> uv_create_uv_prev;
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Vector<Vector2> uv_create_poly_prev;
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Vector<Color> uv_create_colors_prev;
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int uv_create_prev_internal_vertices;
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Array uv_create_bones_prev;
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Array polygons_prev;
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Vector2 uv_create_to;
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int point_drag_index;
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bool uv_drag;
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bool uv_create;
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Vector<int> polygon_create;
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UVMode uv_move_current;
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Vector2 uv_drag_from;
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bool updating_uv_scroll;
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AcceptDialog *error;
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ToolButton *button_uv;
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bool use_snap;
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bool snap_show_grid;
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Vector2 snap_offset;
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Vector2 snap_step;
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virtual void _menu_option(int p_option);
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void _cancel_editing();
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void _update_polygon_editing_state();
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void _uv_scroll_changed(float);
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void _uv_input(const Ref<InputEvent> &p_input);
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void _uv_draw();
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void _uv_mode(int p_mode);
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void _set_use_snap(bool p_use);
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void _set_show_grid(bool p_show);
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void _set_snap_off_x(float p_val);
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void _set_snap_off_y(float p_val);
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void _set_snap_step_x(float p_val);
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void _set_snap_step_y(float p_val);
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void _uv_edit_mode_select(int p_mode);
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void _uv_edit_popup_hide();
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void _bone_paint_selected(int p_index);
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int _get_polygon_count() const;
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protected:
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virtual Node2D *_get_node() const;
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virtual void _set_node(Node *p_polygon);
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virtual Vector2 _get_offset(int p_idx) const;
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virtual bool _has_uv() const { return true; };
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virtual void _commit_action();
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void _notification(int p_what);
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static void _bind_methods();
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Vector2 snap_point(Vector2 p_target) const;
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public:
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Polygon2DEditor(EditorNode *p_editor);
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};
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class Polygon2DEditorPlugin : public AbstractPolygon2DEditorPlugin {
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GDCLASS(Polygon2DEditorPlugin, AbstractPolygon2DEditorPlugin);
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public:
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Polygon2DEditorPlugin(EditorNode *p_node);
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};
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#endif // POLYGON_2D_EDITOR_PLUGIN_H
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