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138 lines
5.8 KiB
C++
138 lines
5.8 KiB
C++
/**************************************************************************/
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/* parallax_background_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "parallax_background_editor_plugin.h"
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#include "canvas_item_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/scene_tree_dock.h"
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#include "scene/2d/parallax_2d.h"
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#include "scene/2d/parallax_background.h"
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#include "scene/2d/parallax_layer.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/menu_button.h"
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void ParallaxBackgroundEditorPlugin::edit(Object *p_object) {
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parallax_background = Object::cast_to<ParallaxBackground>(p_object);
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}
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bool ParallaxBackgroundEditorPlugin::handles(Object *p_object) const {
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return Object::cast_to<ParallaxBackground>(p_object) != nullptr;
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}
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void ParallaxBackgroundEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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toolbar->show();
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} else {
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toolbar->hide();
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}
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}
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void ParallaxBackgroundEditorPlugin::_menu_callback(int p_idx) {
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if (p_idx == MENU_CONVERT_TO_PARALLAX_2D) {
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convert_to_parallax2d();
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}
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}
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void ParallaxBackgroundEditorPlugin::convert_to_parallax2d() {
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ParallaxBackground *parallax_bg = parallax_background;
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TypedArray<Node> children = parallax_bg->get_children();
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EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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ur->create_action(TTR("Convert to Parallax2D"), UndoRedo::MERGE_DISABLE, parallax_bg);
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for (int i = 0; i < children.size(); i++) {
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ParallaxLayer *parallax_layer = Object::cast_to<ParallaxLayer>(children[i]);
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if (!parallax_layer) {
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continue;
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}
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Parallax2D *parallax2d = memnew(Parallax2D);
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Point2 offset = parallax_bg->get_scroll_base_offset() * parallax_layer->get_motion_scale();
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offset += parallax_layer->get_motion_offset() + parallax_layer->get_position();
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parallax2d->set_scroll_offset(offset);
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Point2 limit_begin = parallax2d->get_limit_begin();
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Point2 limit_end = parallax2d->get_limit_end();
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if (parallax_bg->get_limit_begin().x != 0 || parallax_bg->get_limit_end().x != 0) {
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limit_begin.x = parallax_bg->get_limit_begin().x;
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limit_end.x = parallax_bg->get_limit_end().x;
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}
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if (parallax_bg->get_limit_begin().y != 0 || parallax_bg->get_limit_end().y != 0) {
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limit_begin.y = parallax_bg->get_limit_begin().y;
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limit_end.y = parallax_bg->get_limit_end().y;
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}
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parallax2d->set_limit_begin(limit_begin);
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parallax2d->set_limit_end(limit_end);
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parallax2d->set_follow_viewport(!parallax_bg->is_ignore_camera_zoom());
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parallax2d->set_repeat_size(parallax_layer->get_mirroring());
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parallax2d->set_scroll_scale(parallax_bg->get_scroll_base_scale() * parallax_layer->get_motion_scale());
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SceneTreeDock::get_singleton()->replace_node(parallax_layer, parallax2d);
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}
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if (parallax_bg->is_ignore_camera_zoom()) {
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CanvasLayer *canvas_layer = memnew(CanvasLayer);
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SceneTreeDock::get_singleton()->replace_node(parallax_bg, canvas_layer);
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} else {
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Node2D *node2d = memnew(Node2D);
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SceneTreeDock::get_singleton()->replace_node(parallax_bg, node2d);
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}
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ur->commit_action(false);
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}
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void ParallaxBackgroundEditorPlugin::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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menu->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &ParallaxBackgroundEditorPlugin::_menu_callback));
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menu->set_icon(menu->get_editor_theme_icon(SNAME("ParallaxBackground")));
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} break;
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}
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}
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ParallaxBackgroundEditorPlugin::ParallaxBackgroundEditorPlugin() {
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toolbar = memnew(HBoxContainer);
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toolbar->hide();
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add_control_to_container(CONTAINER_CANVAS_EDITOR_MENU, toolbar);
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menu = memnew(MenuButton);
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menu->get_popup()->add_item(TTR("Convert to Parallax2D"), MENU_CONVERT_TO_PARALLAX_2D);
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menu->set_text(TTR("ParallaxBackground"));
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menu->set_switch_on_hover(true);
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toolbar->add_child(menu);
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}
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