2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* sprite_frames_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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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2017-01-01 21:01:57 +00:00
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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2017-04-07 22:11:42 +00:00
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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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 SPRITE_FRAMES_EDITOR_PLUGIN_H
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#define SPRITE_FRAMES_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/animated_sprite.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/tree.h"
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class SpriteFramesEditor : public PanelContainer {
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GDCLASS(SpriteFramesEditor, PanelContainer);
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Button *load;
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Button *_delete;
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Button *paste;
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Button *empty;
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Button *empty2;
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Button *move_up;
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Button *move_down;
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ItemList *tree;
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bool loading_scene;
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int sel;
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HSplitContainer *split;
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Button *new_anim;
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Button *remove_anim;
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Tree *animations;
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SpinBox *anim_speed;
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CheckButton *anim_loop;
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2015-06-06 12:44:38 +00:00
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EditorFileDialog *file;
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AcceptDialog *dialog;
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SpriteFrames *frames;
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StringName edited_anim;
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void _load_pressed();
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void _load_scene_pressed();
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void _file_load_request(const PoolVector<String> &p_path, int p_at_pos = -1);
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void _paste_pressed();
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void _empty_pressed();
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void _empty2_pressed();
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void _delete_pressed();
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void _up_pressed();
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void _down_pressed();
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void _update_library(bool p_skip_selector = false);
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void _animation_select();
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void _animation_name_edited();
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void _animation_add();
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void _animation_remove();
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void _animation_loop_changed();
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void _animation_fps_changed(double p_value);
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bool updating;
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UndoRedo *undo_redo;
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bool _is_drop_valid(const Dictionary &p_drag_data, const Dictionary &p_item_data) const;
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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2014-02-10 01:10:30 +00:00
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protected:
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void _notification(int p_what);
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void _gui_input(Ref<InputEvent> p_event);
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static void _bind_methods();
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public:
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void edit(SpriteFrames *p_frames);
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SpriteFramesEditor();
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};
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class SpriteFramesEditorPlugin : public EditorPlugin {
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GDCLASS(SpriteFramesEditorPlugin, EditorPlugin);
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SpriteFramesEditor *frames_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "SpriteFrames"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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SpriteFramesEditorPlugin(EditorNode *p_node);
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~SpriteFramesEditorPlugin();
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};
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#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H
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