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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
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Here's to a great year 2021 for all Godot users 🎆
174 lines
5.4 KiB
C++
174 lines
5.4 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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Button *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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Button *uv_button[UV_MODE_MAX];
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Button *b_snap_enable;
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Button *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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Button *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) override;
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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 override;
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protected:
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virtual Node2D *_get_node() const override;
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virtual void _set_node(Node *p_polygon) override;
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virtual Vector2 _get_offset(int p_idx) const override;
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virtual bool _has_uv() const override { return true; };
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virtual void _commit_action() override;
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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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