mirror of
https://github.com/godotengine/godot.git
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01afc442c7
Remove now unnecessary bindings of signal callbacks in the public API. There might be some false positives that need rebinding if they were meant to be public. No regular expressions were harmed in the making of this commit. (Nah, just kidding.)
612 lines
19 KiB
C++
612 lines
19 KiB
C++
/*************************************************************************/
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/* sprite_editor_plugin.cpp */
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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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#include "sprite_editor_plugin.h"
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#include "canvas_item_editor_plugin.h"
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#include "editor/editor_scale.h"
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#include "scene/2d/collision_polygon_2d.h"
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#include "scene/2d/light_occluder_2d.h"
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#include "scene/2d/mesh_instance_2d.h"
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#include "scene/2d/polygon_2d.h"
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#include "scene/gui/box_container.h"
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#include "thirdparty/misc/clipper.hpp"
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void SpriteEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = NULL;
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options->hide();
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}
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}
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void SpriteEditor::edit(Sprite *p_sprite) {
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node = p_sprite;
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}
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#define PRECISION 10.0
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Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float epsilon = 2.0) {
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int size = points.size();
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ERR_FAIL_COND_V(size < 2, Vector<Vector2>());
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ClipperLib::Path subj;
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ClipperLib::PolyTree solution;
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ClipperLib::PolyTree out;
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for (int i = 0; i < points.size(); i++) {
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subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION);
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}
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ClipperLib::ClipperOffset co;
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co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon);
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co.Execute(solution, epsilon * PRECISION);
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ClipperLib::PolyNode *p = solution.GetFirst();
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ERR_FAIL_COND_V(!p, points);
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while (p->IsHole()) {
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p = p->GetNext();
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}
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//turn the result into simply polygon (AKA, fix overlap)
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//clamp into the specified rect
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ClipperLib::Clipper cl;
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cl.StrictlySimple(true);
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cl.AddPath(p->Contour, ClipperLib::ptSubject, true);
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//create the clipping rect
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ClipperLib::Path clamp;
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clamp.push_back(ClipperLib::IntPoint(0, 0));
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clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0));
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clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION));
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clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION));
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cl.AddPath(clamp, ClipperLib::ptClip, true);
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cl.Execute(ClipperLib::ctIntersection, out);
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Vector<Vector2> outPoints;
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ClipperLib::PolyNode *p2 = out.GetFirst();
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ERR_FAIL_COND_V(!p2, points);
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while (p2->IsHole()) {
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p2 = p2->GetNext();
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}
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int lasti = p2->Contour.size() - 1;
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Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION);
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for (uint64_t i = 0; i < p2->Contour.size(); i++) {
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Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION);
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if (cur.distance_to(prev) > 0.5) {
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outPoints.push_back(cur);
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prev = cur;
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}
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}
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return outPoints;
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}
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void SpriteEditor::_menu_option(int p_option) {
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if (!node) {
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return;
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}
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selected_menu_item = (Menu)p_option;
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switch (p_option) {
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case MENU_OPTION_CONVERT_TO_MESH_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
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debug_uv_dialog->set_title(TTR("Mesh2D Preview"));
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create Polygon2D"));
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debug_uv_dialog->set_title(TTR("Polygon2D Preview"));
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create CollisionPolygon2D"));
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debug_uv_dialog->set_title(TTR("CollisionPolygon2D Preview"));
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
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debug_uv_dialog->get_ok()->set_text(TTR("Create LightOccluder2D"));
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debug_uv_dialog->set_title(TTR("LightOccluder2D Preview"));
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_update_mesh_data();
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debug_uv_dialog->popup_centered();
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debug_uv->update();
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} break;
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}
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}
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void SpriteEditor::_update_mesh_data() {
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Ref<Texture2D> texture = node->get_texture();
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if (texture.is_null()) {
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err_dialog->set_text(TTR("Sprite is empty!"));
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err_dialog->popup_centered_minsize();
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return;
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}
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if (node->get_hframes() > 1 || node->get_vframes() > 1) {
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err_dialog->set_text(TTR("Can't convert a sprite using animation frames to mesh."));
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err_dialog->popup_centered_minsize();
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return;
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}
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Ref<Image> image = texture->get_data();
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ERR_FAIL_COND(image.is_null());
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Rect2 rect;
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if (node->is_region())
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rect = node->get_region_rect();
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else
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rect.size = Size2(image->get_width(), image->get_height());
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Ref<BitMap> bm;
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bm.instance();
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bm->create_from_image_alpha(image);
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int shrink = shrink_pixels->get_value();
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if (shrink > 0) {
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bm->shrink_mask(shrink, rect);
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}
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int grow = grow_pixels->get_value();
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if (grow > 0) {
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bm->grow_mask(grow, rect);
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}
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float epsilon = simplification->get_value();
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Vector<Vector<Vector2> > lines = bm->clip_opaque_to_polygons(rect, epsilon);
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uv_lines.clear();
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computed_vertices.clear();
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computed_uv.clear();
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computed_indices.clear();
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Size2 img_size = Vector2(image->get_width(), image->get_height());
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for (int i = 0; i < lines.size(); i++) {
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lines.write[i] = expand(lines[i], rect, epsilon);
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}
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if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) {
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for (int j = 0; j < lines.size(); j++) {
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int index_ofs = computed_vertices.size();
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for (int i = 0; i < lines[j].size(); i++) {
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Vector2 vtx = lines[j][i];
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computed_uv.push_back(vtx / img_size);
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vtx -= rect.position; //offset by rect position
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//flip if flipped
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if (node->is_flipped_h())
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vtx.x = rect.size.x - vtx.x - 1.0;
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if (node->is_flipped_v())
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vtx.y = rect.size.y - vtx.y - 1.0;
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if (node->is_centered())
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vtx -= rect.size / 2.0;
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computed_vertices.push_back(vtx);
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}
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Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
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for (int i = 0; i < poly.size(); i += 3) {
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for (int k = 0; k < 3; k++) {
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int idx = i + k;
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int idxn = i + (k + 1) % 3;
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uv_lines.push_back(lines[j][poly[idx]]);
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uv_lines.push_back(lines[j][poly[idxn]]);
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computed_indices.push_back(poly[idx] + index_ofs);
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}
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}
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}
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}
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outline_lines.clear();
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computed_outline_lines.clear();
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if (selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) {
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outline_lines.resize(lines.size());
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computed_outline_lines.resize(lines.size());
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for (int pi = 0; pi < lines.size(); pi++) {
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Vector<Vector2> ol;
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Vector<Vector2> col;
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ol.resize(lines[pi].size());
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col.resize(lines[pi].size());
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for (int i = 0; i < lines[pi].size(); i++) {
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Vector2 vtx = lines[pi][i];
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ol.write[i] = vtx;
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vtx -= rect.position; //offset by rect position
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//flip if flipped
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if (node->is_flipped_h())
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vtx.x = rect.size.x - vtx.x - 1.0;
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if (node->is_flipped_v())
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vtx.y = rect.size.y - vtx.y - 1.0;
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if (node->is_centered())
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vtx -= rect.size / 2.0;
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col.write[i] = vtx;
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}
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outline_lines.write[pi] = ol;
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computed_outline_lines.write[pi] = col;
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}
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}
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debug_uv->update();
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}
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void SpriteEditor::_create_node() {
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switch (selected_menu_item) {
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case MENU_OPTION_CONVERT_TO_MESH_2D: {
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_convert_to_mesh_2d_node();
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} break;
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case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
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_convert_to_polygon_2d_node();
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} break;
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case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
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_create_collision_polygon_2d_node();
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} break;
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case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
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_create_light_occluder_2d_node();
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} break;
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}
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}
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void SpriteEditor::_convert_to_mesh_2d_node() {
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if (computed_vertices.size() < 3) {
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err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
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err_dialog->popup_centered_minsize();
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return;
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}
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Ref<ArrayMesh> mesh;
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mesh.instance();
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a[Mesh::ARRAY_VERTEX] = computed_vertices;
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a[Mesh::ARRAY_TEX_UV] = computed_uv;
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a[Mesh::ARRAY_INDEX] = computed_indices;
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Dictionary(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);
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MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
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mesh_instance->set_mesh(mesh);
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Convert to Mesh2D"));
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ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, mesh_instance, true, false);
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ur->add_do_reference(mesh_instance);
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ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", mesh_instance, node, false, false);
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ur->add_undo_reference(node);
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ur->commit_action();
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}
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void SpriteEditor::_convert_to_polygon_2d_node() {
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if (computed_outline_lines.empty()) {
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err_dialog->set_text(TTR("Invalid geometry, can't create polygon."));
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err_dialog->popup_centered_minsize();
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return;
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}
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Polygon2D *polygon_2d_instance = memnew(Polygon2D);
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int total_point_count = 0;
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for (int i = 0; i < computed_outline_lines.size(); i++)
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total_point_count += computed_outline_lines[i].size();
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PackedVector2Array polygon;
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polygon.resize(total_point_count);
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Vector2 *polygon_write = polygon.ptrw();
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PackedVector2Array uvs;
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uvs.resize(total_point_count);
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Vector2 *uvs_write = uvs.ptrw();
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int current_point_index = 0;
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Array polys;
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polys.resize(computed_outline_lines.size());
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for (int i = 0; i < computed_outline_lines.size(); i++) {
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Vector<Vector2> outline = computed_outline_lines[i];
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Vector<Vector2> uv_outline = outline_lines[i];
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PackedInt32Array pia;
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pia.resize(outline.size());
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int *pia_write = pia.ptrw();
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for (int pi = 0; pi < outline.size(); pi++) {
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polygon_write[current_point_index] = outline[pi];
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uvs_write[current_point_index] = uv_outline[pi];
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pia_write[pi] = current_point_index;
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current_point_index++;
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}
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polys[i] = pia;
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}
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polygon_2d_instance->set_uv(uvs);
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polygon_2d_instance->set_polygon(polygon);
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polygon_2d_instance->set_polygons(polys);
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Convert to Polygon2D"));
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ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, polygon_2d_instance, true, false);
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ur->add_do_reference(polygon_2d_instance);
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ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", polygon_2d_instance, node, false, false);
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ur->add_undo_reference(node);
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ur->commit_action();
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}
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void SpriteEditor::_create_collision_polygon_2d_node() {
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if (computed_outline_lines.empty()) {
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err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon."));
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err_dialog->popup_centered_minsize();
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return;
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}
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for (int i = 0; i < computed_outline_lines.size(); i++) {
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Vector<Vector2> outline = computed_outline_lines[i];
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CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D);
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collision_polygon_2d_instance->set_polygon(outline);
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Create CollisionPolygon2D Sibling"));
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ur->add_do_method(this, "_add_as_sibling_or_child", node, collision_polygon_2d_instance);
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ur->add_do_reference(collision_polygon_2d_instance);
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ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", collision_polygon_2d_instance);
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ur->commit_action();
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}
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}
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void SpriteEditor::_create_light_occluder_2d_node() {
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if (computed_outline_lines.empty()) {
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err_dialog->set_text(TTR("Invalid geometry, can't create light occluder."));
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err_dialog->popup_centered_minsize();
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return;
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}
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for (int i = 0; i < computed_outline_lines.size(); i++) {
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Vector<Vector2> outline = computed_outline_lines[i];
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Ref<OccluderPolygon2D> polygon;
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polygon.instance();
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PackedVector2Array a;
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a.resize(outline.size());
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Vector2 *aw = a.ptrw();
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for (int io = 0; io < outline.size(); io++) {
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aw[io] = outline[io];
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}
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polygon->set_polygon(a);
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LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
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light_occluder_2d_instance->set_occluder_polygon(polygon);
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action(TTR("Create LightOccluder2D Sibling"));
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ur->add_do_method(this, "_add_as_sibling_or_child", node, light_occluder_2d_instance);
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ur->add_do_reference(light_occluder_2d_instance);
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ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", light_occluder_2d_instance);
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ur->commit_action();
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}
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}
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void SpriteEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) {
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// Can't make sibling if own node is scene root
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if (p_own_node != this->get_tree()->get_edited_scene_root()) {
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p_own_node->get_parent()->add_child(p_new_node, true);
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Object::cast_to<Node2D>(p_new_node)->set_transform(Object::cast_to<Node2D>(p_own_node)->get_transform());
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} else {
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p_own_node->add_child(p_new_node, true);
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}
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p_new_node->set_owner(this->get_tree()->get_edited_scene_root());
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}
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void SpriteEditor::_debug_uv_draw() {
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Ref<Texture2D> tex = node->get_texture();
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ERR_FAIL_COND(!tex.is_valid());
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Point2 draw_pos_offset = Point2(1.0, 1.0);
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Size2 draw_size_offset = Size2(2.0, 2.0);
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debug_uv->set_clip_contents(true);
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debug_uv->draw_texture(tex, draw_pos_offset);
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debug_uv->set_custom_minimum_size(tex->get_size() + draw_size_offset);
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debug_uv->draw_set_transform(draw_pos_offset, 0, Size2(1.0, 1.0));
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Color color = Color(1.0, 0.8, 0.7);
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if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) {
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debug_uv->draw_multiline(uv_lines, color);
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} else if ((selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) && outline_lines.size() > 0) {
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for (int i = 0; i < outline_lines.size(); i++) {
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Vector<Vector2> outline = outline_lines[i];
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debug_uv->draw_polyline(outline, color);
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debug_uv->draw_line(outline[0], outline[outline.size() - 1], color);
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}
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}
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}
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void SpriteEditor::_bind_methods() {
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ClassDB::bind_method("_add_as_sibling_or_child", &SpriteEditor::_add_as_sibling_or_child);
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}
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SpriteEditor::SpriteEditor() {
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options = memnew(MenuButton);
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CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
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options->set_text(TTR("Sprite"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons"));
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options->get_popup()->add_item(TTR("Convert to Mesh2D"), MENU_OPTION_CONVERT_TO_MESH_2D);
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options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D);
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options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D);
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options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D);
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options->set_switch_on_hover(true);
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options->get_popup()->connect("id_pressed", callable_mp(this, &SpriteEditor::_menu_option));
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err_dialog = memnew(AcceptDialog);
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add_child(err_dialog);
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debug_uv_dialog = memnew(ConfirmationDialog);
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debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
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debug_uv_dialog->set_title("Mesh 2D Preview");
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VBoxContainer *vb = memnew(VBoxContainer);
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debug_uv_dialog->add_child(vb);
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ScrollContainer *scroll = memnew(ScrollContainer);
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scroll->set_custom_minimum_size(Size2(800, 500) * EDSCALE);
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scroll->set_enable_h_scroll(true);
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scroll->set_enable_v_scroll(true);
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vb->add_margin_child(TTR("Preview:"), scroll, true);
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debug_uv = memnew(Control);
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debug_uv->connect("draw", callable_mp(this, &SpriteEditor::_debug_uv_draw));
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scroll->add_child(debug_uv);
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debug_uv_dialog->connect("confirmed", callable_mp(this, &SpriteEditor::_create_node));
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HBoxContainer *hb = memnew(HBoxContainer);
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hb->add_child(memnew(Label(TTR("Simplification: "))));
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simplification = memnew(SpinBox);
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simplification->set_min(0.01);
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simplification->set_max(10.00);
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simplification->set_step(0.01);
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simplification->set_value(2);
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hb->add_child(simplification);
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hb->add_spacer();
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hb->add_child(memnew(Label(TTR("Shrink (Pixels): "))));
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shrink_pixels = memnew(SpinBox);
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shrink_pixels->set_min(0);
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shrink_pixels->set_max(10);
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shrink_pixels->set_step(1);
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shrink_pixels->set_value(0);
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hb->add_child(shrink_pixels);
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hb->add_spacer();
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hb->add_child(memnew(Label(TTR("Grow (Pixels): "))));
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grow_pixels = memnew(SpinBox);
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grow_pixels->set_min(0);
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grow_pixels->set_max(10);
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grow_pixels->set_step(1);
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grow_pixels->set_value(2);
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hb->add_child(grow_pixels);
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hb->add_spacer();
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update_preview = memnew(Button);
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update_preview->set_text(TTR("Update Preview"));
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update_preview->connect("pressed", callable_mp(this, &SpriteEditor::_update_mesh_data));
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hb->add_child(update_preview);
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vb->add_margin_child(TTR("Settings:"), hb);
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add_child(debug_uv_dialog);
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}
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void SpriteEditorPlugin::edit(Object *p_object) {
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sprite_editor->edit(Object::cast_to<Sprite>(p_object));
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}
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bool SpriteEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Sprite");
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}
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void SpriteEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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sprite_editor->options->show();
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} else {
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sprite_editor->options->hide();
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sprite_editor->edit(NULL);
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}
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}
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SpriteEditorPlugin::SpriteEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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sprite_editor = memnew(SpriteEditor);
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editor->get_viewport()->add_child(sprite_editor);
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make_visible(false);
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//sprite_editor->options->hide();
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}
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SpriteEditorPlugin::~SpriteEditorPlugin() {
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}
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