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4154039832
Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
84 lines
3.4 KiB
C++
84 lines
3.4 KiB
C++
/**************************************************************************/
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/* skeleton_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) 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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#ifndef SKELETON_2D_EDITOR_PLUGIN_H
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#define SKELETON_2D_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "scene/2d/skeleton_2d.h"
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class AcceptDialog;
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class MenuButton;
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class Skeleton2DEditor : public Control {
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GDCLASS(Skeleton2DEditor, Control);
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enum Menu {
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MENU_OPTION_SET_REST,
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MENU_OPTION_MAKE_REST,
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};
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Skeleton2D *node = nullptr;
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MenuButton *options = nullptr;
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AcceptDialog *err_dialog = nullptr;
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void _menu_option(int p_option);
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//void _create_uv_lines();
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friend class Skeleton2DEditorPlugin;
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protected:
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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void edit(Skeleton2D *p_sprite);
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Skeleton2DEditor();
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};
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class Skeleton2DEditorPlugin : public EditorPlugin {
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GDCLASS(Skeleton2DEditorPlugin, EditorPlugin);
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Skeleton2DEditor *sprite_editor = nullptr;
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public:
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virtual String get_name() const override { return "Skeleton2D"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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Skeleton2DEditorPlugin();
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~Skeleton2DEditorPlugin();
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};
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#endif // SKELETON_2D_EDITOR_PLUGIN_H
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