godot/tools/editor/plugins/tile_map_editor_plugin.cpp

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/*************************************************************************/
/* tile_map_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "tile_map_editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "os/keyboard.h"
#include "canvas_item_editor_plugin.h"
#include "os/file_access.h"
#include "tools/editor/editor_settings.h"
#include "os/input.h"
#include "method_bind_ext.inc"
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void TileMapEditor::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_READY: {
transpose->set_icon( get_icon("Transpose","EditorIcons"));
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mirror_x->set_icon( get_icon("MirrorX","EditorIcons"));
mirror_y->set_icon( get_icon("MirrorY","EditorIcons"));
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rotate_0->set_icon( get_icon("Rotate0","EditorIcons"));
rotate_90->set_icon( get_icon("Rotate90","EditorIcons"));
rotate_180->set_icon( get_icon("Rotate180","EditorIcons"));
rotate_270->set_icon( get_icon("Rotate270","EditorIcons"));
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} break;
}
}
void TileMapEditor::_canvas_mouse_enter() {
mouse_over=true;
canvas_item_editor->update();
}
void TileMapEditor::_canvas_mouse_exit() {
mouse_over=false;
canvas_item_editor->update();
}
int TileMapEditor::get_selected_tile() const {
TreeItem *item = palette->get_selected();
if (!item)
return TileMap::INVALID_CELL;
return item->get_metadata(0);
}
void TileMapEditor::set_selected_tile(int p_tile) {
TreeItem *item = palette->get_root()->get_children();
while (item) {
if ((int)item->get_metadata(0) == p_tile) {
item->select(0);
palette->ensure_cursor_is_visible();
break;
}
item = item->get_next();
}
}
// Wrapper to workaround five arg limit of undo/redo methods
void TileMapEditor::_set_cell_shortened(const Point2& p_pos,int p_value,bool p_flip_h, bool p_flip_v, bool p_transpose) {
ERR_FAIL_COND(!node);
node->set_cell(floor(p_pos.x), floor(p_pos.y), p_value, p_flip_h, p_flip_v, p_transpose);
}
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void TileMapEditor::_set_cell(const Point2i& p_pos,int p_value,bool p_flip_h, bool p_flip_v, bool p_transpose,bool p_with_undo) {
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ERR_FAIL_COND(!node);
bool prev_flip_h=node->is_cell_x_flipped(p_pos.x,p_pos.y);
bool prev_flip_v=node->is_cell_y_flipped(p_pos.x,p_pos.y);
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bool prev_transpose=node->is_cell_transposed(p_pos.x,p_pos.y);
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int prev_val=node->get_cell(p_pos.x,p_pos.y);
if (p_value==prev_val && p_flip_h==prev_flip_h && p_flip_v==prev_flip_v && p_transpose==prev_transpose)
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return; //check that it's actually different
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if (p_with_undo) {
undo_redo->add_do_method(this,"_set_cell_shortened",Point2(p_pos),p_value,p_flip_h,p_flip_v,p_transpose);
undo_redo->add_undo_method(this,"_set_cell_shortened",Point2(p_pos),prev_val,prev_flip_h,prev_flip_v,prev_transpose);
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} else {
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node->set_cell(p_pos.x,p_pos.y,p_value,p_flip_h,p_flip_v,p_transpose);
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}
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}
void TileMapEditor::_update_palette() {
if (!node)
return;
palette->clear();;
Ref<TileSet> tileset=node->get_tileset();
if (!tileset.is_valid())
return;
TreeItem *root = palette->create_item();
palette->set_hide_root(true);
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List<int> tiles;
tileset->get_tile_list(&tiles);
for(List<int>::Element *E=tiles.front();E;E=E->next()) {
TreeItem *tile = palette->create_item(root);
tile->set_icon_max_width(0,64);
Ref<Texture> tex = tileset->tile_get_texture(E->get());
if (tex.is_valid()) {
tile->set_icon(0,tex);
Rect2 region = tileset->tile_get_region(E->get());
if (region!=Rect2())
tile->set_icon_region(0,region);
} else if (tileset->tile_get_name(E->get())!="")
tile->set_text(0,tileset->tile_get_name(E->get()));
else
tile->set_text(0,"#"+itos(E->get()));
tile->set_metadata(0,E->get());
}
}
void TileMapEditor::_node_removed(Node *p_node) {
if(p_node==node) {
node=NULL;
hide();
}
}
void TileMapEditor::_menu_option(int p_option) {
switch(p_option) {
}
}
struct _TileMapEditorCopyData {
Point2i pos;
int cell;
bool flip_h;
bool flip_v;
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bool transpose;
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};
bool TileMapEditor::forward_input_event(const InputEvent& p_event) {
if (!node || !node->get_tileset().is_valid())
return false;
Matrix32 xform = CanvasItemEditor::get_singleton()->get_canvas_transform() * node->get_global_transform();
Matrix32 xform_inv = xform.affine_inverse();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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Vector2 snap = node->get_cell_size();
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switch(p_event.type) {
case InputEvent::MOUSE_BUTTON: {
const InputEventMouseButton &mb=p_event.mouse_button;
if (mb.button_index==BUTTON_LEFT) {
if (mb.pressed && tool==TOOL_DUPLICATING) {
List<_TileMapEditorCopyData> dupdata;
Point2 ofs = over_tile-selection.pos;
for(int i=selection.pos.y;i<=selection.pos.y+selection.size.y;i++) {
for(int j=selection.pos.x;j<=selection.pos.x+selection.size.x;j++) {
_TileMapEditorCopyData tcd;
tcd.pos=Point2i(j,i);
tcd.cell=node->get_cell(j,i);
tcd.flip_h=node->is_cell_x_flipped(j,i);
tcd.flip_v=node->is_cell_y_flipped(j,i);
tcd.transpose=node->is_cell_transposed(j,i);
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dupdata.push_back(tcd);
}
}
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undo_redo->create_action("Duplicate");
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for (List<_TileMapEditorCopyData>::Element *E=dupdata.front();E;E=E->next()) {
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_set_cell(E->get().pos+ofs,E->get().cell,E->get().flip_h,E->get().flip_v,E->get().transpose,true);
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}
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undo_redo->commit_action();
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tool=TOOL_NONE;
canvas_item_editor->update();
selection.pos=over_tile;
} else if (mb.pressed && tool==TOOL_NONE) {
if (Input::get_singleton()->is_key_pressed(KEY_SPACE))
return false; //drag
if (mb.mod.shift) {
tool=TOOL_SELECTING;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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selection_begin =node->world_to_map(xform_inv.xform(Point2(mb.x,mb.y)));
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selection.pos=selection_begin;
selection.size=Point2(0,0);
selection_active=true;
canvas_item_editor->update();
return true;
} else if (mb.mod.control) {
tool=TOOL_PICKING;
set_selected_tile(node->get_cell(over_tile.x, over_tile.y));
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mirror_x->set_pressed(node->is_cell_x_flipped(over_tile.x, over_tile.y));
mirror_y->set_pressed(node->is_cell_y_flipped(over_tile.x, over_tile.y));
transpose->set_pressed(node->is_cell_transposed(over_tile.x, over_tile.y));
_update_transform_buttons();
canvas_item_editor->update();
return true;
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} else {
int id = get_selected_tile();
if (id!=TileMap::INVALID_CELL) {
tool=TOOL_PAINTING;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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Point2i local =node->world_to_map((xform_inv.xform(Point2(mb.x,mb.y))));
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paint_undo.clear();
paint_undo[local]=_get_op_from_cell(local);
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node->set_cell(local.x,local.y,id,mirror_x->is_pressed(),mirror_y->is_pressed(),transpose->is_pressed());
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return true;
}
}
} else {
if (tool==TOOL_PAINTING || tool == TOOL_SELECTING || tool == TOOL_PICKING) {
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if (tool==TOOL_PAINTING) {
if (paint_undo.size()) {
undo_redo->create_action("Paint TileMap");
for(Map<Point2i,CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
Point2i p=E->key();
undo_redo->add_do_method(this,"_set_cell_shortened",Point2(p),node->get_cell(p.x,p.y),node->is_cell_x_flipped(p.x,p.y),node->is_cell_y_flipped(p.x,p.y),node->is_cell_transposed(p.x,p.y));
undo_redo->add_undo_method(this,"_set_cell_shortened",Point2(p),E->get().idx,E->get().xf,E->get().yf,E->get().tr);
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}
undo_redo->commit_action();
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paint_undo.clear();
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}
}
tool=TOOL_NONE;
return true;
}
}
}
if (mb.button_index==BUTTON_RIGHT) {
if (mb.pressed && tool==TOOL_DUPLICATING) {
tool=TOOL_NONE;
canvas_item_editor->update();
} else if (mb.pressed && tool==TOOL_NONE) {
tool=TOOL_ERASING;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Point2i local =node->world_to_map(xform_inv.xform(Point2(mb.x,mb.y)));
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paint_undo.clear();
paint_undo[local]=_get_op_from_cell(local);
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//node->set_cell(local.x,local.y,id,mirror_x->is_pressed(),mirror_y->is_pressed(),transpose->is_pressed());
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//return true;
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_set_cell(local,TileMap::INVALID_CELL);
return true;
} else {
if (tool==TOOL_ERASING) {
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if (paint_undo.size()) {
undo_redo->create_action("Erase TileMap");
for(Map<Point2i,CellOp>::Element *E=paint_undo.front();E;E=E->next()) {
Point2i p=E->key();
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//undo_redo->add_do_method(node,"set_cell",p.x,p.y,node->get_cell(p.x,p.y),node->is_cell_x_flipped(p.x,p.y),node->is_cell_y_flipped(p.x,p.y),node->is_cell_transposed(p.x,p.y));
_set_cell(p,TileMap::INVALID_CELL,false,false,false,true);
undo_redo->add_undo_method(this,"_set_cell_shortened",Point2(p),E->get().idx,E->get().xf,E->get().yf,E->get().tr);
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}
undo_redo->commit_action();
paint_undo.clear();
}
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tool=TOOL_NONE;
return true;
}
}
}
} break;
case InputEvent::MOUSE_MOTION: {
const InputEventMouseMotion &mm=p_event.mouse_motion;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Point2i new_over_tile = node->world_to_map(xform_inv.xform(Point2(mm.x,mm.y)));//(xform_inv.xform(Point2(mm.x,mm.y))/snap).floor();
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if (new_over_tile!=over_tile) {
over_tile=new_over_tile;
canvas_item_editor->update();
}
if (tool==TOOL_PAINTING) {
int id = get_selected_tile();
if (id!=TileMap::INVALID_CELL) {
if (!paint_undo.has(over_tile)) {
paint_undo[over_tile]=_get_op_from_cell(over_tile);
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}
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node->set_cell(over_tile.x,over_tile.y,id,mirror_x->is_pressed(),mirror_y->is_pressed(),transpose->is_pressed());
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return true;
}
}
if (tool==TOOL_SELECTING) {
Point2i begin=selection_begin;
Point2i end =over_tile;
if (begin.x > end.x) {
SWAP( begin.x, end.x);
}
if (begin.y > end.y) {
SWAP( begin.y, end.y);
}
selection.pos=begin;
selection.size=end-begin;
canvas_item_editor->update();
return true;
}
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if (tool==TOOL_ERASING) {
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Point2i local =over_tile;
if (!paint_undo.has(over_tile)) {
paint_undo[over_tile]=_get_op_from_cell(over_tile);
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}
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//node->set_cell(over_tile.x,over_tile.y,id,mirror_x->is_pressed(),mirror_y->is_pressed(),transpose->is_pressed());
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_set_cell(local,TileMap::INVALID_CELL);
return true;
}
if (tool==TOOL_PICKING) {
set_selected_tile(node->get_cell(over_tile.x, over_tile.y));
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mirror_x->set_pressed(node->is_cell_x_flipped(over_tile.x, over_tile.y));
mirror_y->set_pressed(node->is_cell_y_flipped(over_tile.x, over_tile.y));
transpose->set_pressed(node->is_cell_transposed(over_tile.x, over_tile.y));
_update_transform_buttons();
canvas_item_editor->update();
return true;
}
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} break;
case InputEvent::KEY: {
const InputEventKey &k = p_event.key;
if (!node)
break;
if (k.pressed && k.scancode==KEY_DELETE && selection_active && tool==TOOL_NONE) {
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undo_redo->create_action("Delete");
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for(int i=selection.pos.y;i<=selection.pos.y+selection.size.y;i++) {
for(int j=selection.pos.x;j<=selection.pos.x+selection.size.x;j++) {
_set_cell(Point2i(j,i),TileMap::INVALID_CELL);
}
}
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undo_redo->commit_action();
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selection_active=false;
canvas_item_editor->update();
return true;
}
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if (mouse_over && k.pressed && k.scancode==KEY_A && tool==TOOL_NONE && !k.mod.command) {
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/*int cell = node->get_cell(over_tile.x,over_tile.y);
if (cell!=TileMap::INVALID_CELL) {
bool flip_h = node->is_cell_x_flipped(over_tile.x,over_tile.y);
bool flip_v = node->is_cell_y_flipped(over_tile.x,over_tile.y);
_set_cell(over_tile,cell,!flip_h,flip_v);
}*/
mirror_x->set_pressed( ! mirror_x->is_pressed() );
canvas_item_editor->update();
return true;
}
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if (mouse_over && k.pressed && k.scancode==KEY_S && tool==TOOL_NONE && !k.mod.command) {
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/*
int cell = node->get_cell(over_tile.x,over_tile.y);
if (cell!=TileMap::INVALID_CELL) {
bool flip_h = node->is_cell_x_flipped(over_tile.x,over_tile.y);
bool flip_v = node->is_cell_y_flipped(over_tile.x,over_tile.y);
_set_cell(over_tile,cell,flip_h,!flip_v);
}*/
mirror_y->set_pressed( ! mirror_y->is_pressed() );
canvas_item_editor->update();
return true;
}
if (mouse_over && selection_active && k.pressed && k.mod.command && k.scancode==KEY_D && tool==TOOL_NONE) {
tool=TOOL_DUPLICATING;
canvas_item_editor->update();
return true;
}
} break;
}
return false;
}
void TileMapEditor::_canvas_draw() {
if (!node)
return;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Size2 cell_size=node->get_cell_size();
Matrix32 cell_xf = node->get_cell_transform();
2014-02-10 01:10:30 +00:00
Matrix32 xform = CanvasItemEditor::get_singleton()->get_canvas_transform() * node->get_global_transform();
Matrix32 xform_inv = xform.affine_inverse();
Size2 screen_size=canvas_item_editor->get_size();
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
{
Rect2 aabb;
aabb.pos=node->world_to_map(xform_inv.xform(Vector2()));
aabb.expand_to(node->world_to_map(xform_inv.xform(Vector2(0,screen_size.height))));
aabb.expand_to(node->world_to_map(xform_inv.xform(Vector2(screen_size.width,0))));
aabb.expand_to(node->world_to_map(xform_inv.xform(screen_size)));
Rect2i si=aabb.grow(1.0);
2014-02-10 01:10:30 +00:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
if (node->get_half_offset()!=TileMap::HALF_OFFSET_X) {
2014-02-10 01:10:30 +00:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
for(int i=(si.pos.x)-1;i<=(si.pos.x+si.size.x);i++) {
2014-02-10 01:10:30 +00:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Vector2 from = xform.xform(node->map_to_world(Vector2(i,si.pos.y)));
Vector2 to = xform.xform(node->map_to_world(Vector2(i,si.pos.y+si.size.y+1)));
2014-02-10 01:10:30 +00:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
}
} else {
2014-02-10 01:10:30 +00:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
for(int i=(si.pos.x)-1;i<=(si.pos.x+si.size.x);i++) {
for(int j=(si.pos.y)-1;j<=(si.pos.y+si.size.y);j++) {
Vector2 ofs;
if (ABS(j)&1) {
ofs=cell_xf[0]*0.5;
}
Vector2 from = xform.xform(node->map_to_world(Vector2(i,j),true)+ofs);
Vector2 to = xform.xform(node->map_to_world(Vector2(i,j+1),true)+ofs);
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
}
}
}
if (node->get_half_offset()!=TileMap::HALF_OFFSET_Y) {
for(int i=(si.pos.y)-1;i<=(si.pos.y+si.size.y);i++) {
Vector2 from = xform.xform(node->map_to_world(Vector2(si.pos.x,i)));
Vector2 to = xform.xform(node->map_to_world(Vector2(si.pos.x+si.size.x+1,i)));
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
}
} else {
for(int i=(si.pos.y)-1;i<=(si.pos.y+si.size.y);i++) {
for(int j=(si.pos.x)-1;j<=(si.pos.x+si.size.x);j++) {
Vector2 ofs;
if (ABS(j)&1) {
ofs=cell_xf[1]*0.5;
}
Vector2 from = xform.xform(node->map_to_world(Vector2(j,i),true)+ofs);
Vector2 to = xform.xform(node->map_to_world(Vector2(j+1,i),true)+ofs);
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
canvas_item_editor->draw_line(from,to,col,1);
}
}
}
/*
for(int i=(si.pos.y/cell_size.y)-1;i<=(si.pos.y+si.size.y)/cell_size.y;i++) {
int ofs = i*cell_size.y;
2014-02-10 01:10:30 +00:00
Color col=i==0?Color(1,0.8,0.2,0.5):Color(1,0.3,0.1,0.2);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
canvas_item_editor->draw_line(xform.xform(Point2(si.pos.x,ofs)),xform.xform(Point2(si.pos.x+si.size.x,ofs)),col,1);*/
2014-02-10 01:10:30 +00:00
}
if (selection_active) {
Vector<Vector2> points;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
points.push_back( xform.xform( node->map_to_world(( selection.pos ) )));
points.push_back( xform.xform( node->map_to_world((selection.pos+Point2(selection.size.x+1,0)) ) ));
points.push_back( xform.xform( node->map_to_world((selection.pos+Point2(selection.size.x+1,selection.size.y+1)) ) ));
points.push_back( xform.xform( node->map_to_world((selection.pos+Point2(0,selection.size.y+1)) ) ));
2014-02-10 01:10:30 +00:00
Color col=Color(0.2,0.8,1,0.4);
canvas_item_editor->draw_colored_polygon(points,col);
}
if (mouse_over){
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Vector2 endpoints[4]={
2014-02-10 01:10:30 +00:00
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
( node->map_to_world(over_tile,true) ) ,
( node->map_to_world((over_tile+Point2(1,0)),true ) ),
( node->map_to_world((over_tile+Point2(1,1)),true ) ),
( node->map_to_world((over_tile+Point2(0,1)),true ) )
2014-02-10 01:10:30 +00:00
};
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
for(int i=0;i<4;i++) {
if (node->get_half_offset()==TileMap::HALF_OFFSET_X && ABS(over_tile.y)&1)
endpoints[i]+=cell_xf[0]*0.5;
if (node->get_half_offset()==TileMap::HALF_OFFSET_Y && ABS(over_tile.x)&1)
endpoints[i]+=cell_xf[1]*0.5;
endpoints[i]=xform.xform(endpoints[i]);
}
2014-02-10 01:10:30 +00:00
Color col;
if (node->get_cell(over_tile.x,over_tile.y)!=TileMap::INVALID_CELL)
col=Color(0.2,0.8,1.0,0.8);
else
col=Color(1.0,0.4,0.2,0.8);
for(int i=0;i<4;i++)
canvas_item_editor->draw_line(endpoints[i],endpoints[(i+1)%4],col,2);
if (tool==TOOL_DUPLICATING) {
Rect2i duplicate=selection;
duplicate.pos=over_tile;
Vector<Vector2> points;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
points.push_back( xform.xform( node->map_to_world(duplicate.pos ) ));
points.push_back( xform.xform( node->map_to_world((duplicate.pos+Point2(duplicate.size.x+1,0)) ) ));
points.push_back( xform.xform( node->map_to_world((duplicate.pos+Point2(duplicate.size.x+1,duplicate.size.y+1))) ));
points.push_back( xform.xform( node->map_to_world((duplicate.pos+Point2(0,duplicate.size.y+1))) ));
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Color col=Color(0.2,1.0,0.8,0.4);
canvas_item_editor->draw_colored_polygon(points,col);
} else {
Ref<TileSet> ts = node->get_tileset();
if (ts.is_valid()) {
int st = get_selected_tile();
if (ts->has_tile(st)) {
Ref<Texture> t = ts->tile_get_texture(st);
if (t.is_valid()) {
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
Vector2 from = xform.xform(ts->tile_get_texture_offset(st)+node->map_to_world(over_tile)+node->get_cell_draw_offset());
Rect2 r = ts->tile_get_region(st);
Size2 sc = xform.get_scale();
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if (mirror_x->is_pressed())
sc.x*=-1.0;
if (mirror_y->is_pressed())
sc.y*=-1.0;
if (r==Rect2()) {
canvas_item_editor->draw_texture_rect(t,Rect2(from,t->get_size()*sc),false,Color(1,1,1,0.5),transpose->is_pressed());
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} else {
canvas_item_editor->draw_texture_rect_region(t,Rect2(from,r.get_size()*sc),r,Color(1,1,1,0.5),transpose->is_pressed());
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}
}
}
}
}
}
}
void TileMapEditor::edit(Node *p_tile_map) {
if (!canvas_item_editor) {
canvas_item_editor=CanvasItemEditor::get_singleton()->get_viewport_control();
}
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if (node)
node->disconnect("settings_changed",this,"_tileset_settings_changed");
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if (p_tile_map) {
node=p_tile_map->cast_to<TileMap>();
if (!canvas_item_editor->is_connected("draw",this,"_canvas_draw"))
canvas_item_editor->connect("draw",this,"_canvas_draw");
if (!canvas_item_editor->is_connected("mouse_enter",this,"_canvas_mouse_enter"))
canvas_item_editor->connect("mouse_enter",this,"_canvas_mouse_enter");
if (!canvas_item_editor->is_connected("mouse_exit",this,"_canvas_mouse_exit"))
canvas_item_editor->connect("mouse_exit",this,"_canvas_mouse_exit");
_update_palette();
} else {
node=NULL;
if (canvas_item_editor->is_connected("draw",this,"_canvas_draw"))
canvas_item_editor->disconnect("draw",this,"_canvas_draw");
if (canvas_item_editor->is_connected("mouse_enter",this,"_canvas_mouse_enter"))
canvas_item_editor->disconnect("mouse_enter",this,"_canvas_mouse_enter");
if (canvas_item_editor->is_connected("mouse_exit",this,"_canvas_mouse_exit"))
canvas_item_editor->disconnect("mouse_exit",this,"_canvas_mouse_exit");
_update_palette();
}
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if (node)
node->connect("settings_changed",this,"_tileset_settings_changed");
}
void TileMapEditor::_tileset_settings_changed() {
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_update_palette();
if (canvas_item_editor)
canvas_item_editor->update();
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}
void TileMapEditor::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_menu_option"),&TileMapEditor::_menu_option);
ObjectTypeDB::bind_method(_MD("_canvas_draw"),&TileMapEditor::_canvas_draw);
ObjectTypeDB::bind_method(_MD("_canvas_mouse_enter"),&TileMapEditor::_canvas_mouse_enter);
ObjectTypeDB::bind_method(_MD("_canvas_mouse_exit"),&TileMapEditor::_canvas_mouse_exit);
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ObjectTypeDB::bind_method(_MD("_tileset_settings_changed"),&TileMapEditor::_tileset_settings_changed);
ObjectTypeDB::bind_method(_MD("_update_transform_buttons"),&TileMapEditor::_update_transform_buttons);
ObjectTypeDB::bind_method(_MD("_set_cell_shortened","pos","tile","flip_x","flip_y","transpose"),&TileMapEditor::_set_cell_shortened,DEFVAL(false),DEFVAL(false),DEFVAL(false));
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}
TileMapEditor::CellOp TileMapEditor::_get_op_from_cell(const Point2i& p_pos)
{
CellOp op;
op.idx = node->get_cell(p_pos.x,p_pos.y);
if (op.idx>=0) {
if (node->is_cell_x_flipped(p_pos.x,p_pos.y))
op.xf=true;
if (node->is_cell_y_flipped(p_pos.x,p_pos.y))
op.yf=true;
if (node->is_cell_transposed(p_pos.x,p_pos.y))
op.tr=true;
}
return op;
}
void TileMapEditor::_update_transform_buttons(Object *p_button) {
//ERR_FAIL_NULL(p_button);
ToolButton *b=p_button->cast_to<ToolButton>();
//ERR_FAIL_COND(!b);
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mirror_x->set_block_signals(true);
mirror_y->set_block_signals(true);
transpose->set_block_signals(true);
rotate_0->set_block_signals(true);
rotate_90->set_block_signals(true);
rotate_180->set_block_signals(true);
rotate_270->set_block_signals(true);
if (b == rotate_0) {
mirror_x->set_pressed(false);
mirror_y->set_pressed(false);
transpose->set_pressed(false);
}
else if (b == rotate_90) {
mirror_x->set_pressed(true);
mirror_y->set_pressed(false);
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transpose->set_pressed(true);
}
else if (b == rotate_180) {
mirror_x->set_pressed(true);
mirror_y->set_pressed(true);
transpose->set_pressed(false);
}
else if (b == rotate_270) {
mirror_x->set_pressed(false);
mirror_y->set_pressed(true);
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transpose->set_pressed(true);
}
rotate_0->set_pressed(!mirror_x->is_pressed() && !mirror_y->is_pressed() && !transpose->is_pressed());
rotate_90->set_pressed(mirror_x->is_pressed() && !mirror_y->is_pressed() && transpose->is_pressed());
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rotate_180->set_pressed(mirror_x->is_pressed() && mirror_y->is_pressed() && !transpose->is_pressed());
rotate_270->set_pressed(!mirror_x->is_pressed() && mirror_y->is_pressed() && transpose->is_pressed());
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mirror_x->set_block_signals(false);
mirror_y->set_block_signals(false);
transpose->set_block_signals(false);
rotate_0->set_block_signals(false);
rotate_90->set_block_signals(false);
rotate_180->set_block_signals(false);
rotate_270->set_block_signals(false);
}
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TileMapEditor::TileMapEditor(EditorNode *p_editor) {
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node=NULL;
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canvas_item_editor=NULL;
editor=p_editor;
undo_redo = editor->get_undo_redo();
int mw = EDITOR_DEF("tile_map/palette_min_width",80);
Control *ec = memnew( Control);
ec->set_custom_minimum_size(Size2(mw,0));
add_child(ec);
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// Add tile palette
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palette = memnew( Tree );
palette->set_v_size_flags(SIZE_EXPAND_FILL);
add_child(palette);
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// Add menu items
canvas_item_editor_hb = memnew( HBoxContainer );
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(canvas_item_editor_hb);
canvas_item_editor_hb->add_child( memnew( VSeparator ));
transpose = memnew( ToolButton );
transpose->set_toggle_mode(true);
transpose->set_tooltip("Transpose");
transpose->set_focus_mode(FOCUS_NONE);
transpose->connect("pressed", this, "_update_transform_buttons", make_binds(transpose));
canvas_item_editor_hb->add_child(transpose);
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mirror_x = memnew( ToolButton );
mirror_x->set_toggle_mode(true);
mirror_x->set_tooltip("Mirror X (A)");
mirror_x->set_focus_mode(FOCUS_NONE);
mirror_x->connect("pressed", this, "_update_transform_buttons", make_binds(mirror_x));
canvas_item_editor_hb->add_child(mirror_x);
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mirror_y = memnew( ToolButton );
mirror_y->set_toggle_mode(true);
mirror_y->set_tooltip("Mirror Y (S)");
mirror_y->set_focus_mode(FOCUS_NONE);
mirror_y->connect("pressed", this, "_update_transform_buttons", make_binds(mirror_y));
canvas_item_editor_hb->add_child(mirror_y);
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canvas_item_editor_hb->add_child(memnew(VSeparator));
rotate_0 = memnew( ToolButton );
rotate_0->set_toggle_mode(true);
rotate_0->set_tooltip("Rotate 0 degrees");
rotate_0->set_focus_mode(FOCUS_NONE);
rotate_0->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_0));
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canvas_item_editor_hb->add_child(rotate_0);
rotate_90 = memnew( ToolButton );
rotate_90->set_toggle_mode(true);
rotate_90->set_tooltip("Rotate 90 degrees");
rotate_90->set_focus_mode(FOCUS_NONE);
rotate_90->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_90));
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canvas_item_editor_hb->add_child(rotate_90);
rotate_180 = memnew( ToolButton );
rotate_180->set_toggle_mode(true);
rotate_180->set_tooltip("Rotate 180 degrees");
rotate_180->set_focus_mode(FOCUS_NONE);
rotate_180->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_180));
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canvas_item_editor_hb->add_child(rotate_180);
rotate_270 = memnew( ToolButton );
rotate_270->set_toggle_mode(true);
rotate_270->set_tooltip("Rotate 270 degrees");
rotate_270->set_focus_mode(FOCUS_NONE);
rotate_270->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_270));
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canvas_item_editor_hb->add_child(rotate_270);
canvas_item_editor_hb->hide();
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rotate_0->set_pressed(true);
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tool=TOOL_NONE;
selection_active=false;
mouse_over=false;
}
void TileMapEditorPlugin::edit(Object *p_object) {
tile_map_editor->edit(p_object->cast_to<Node>());
}
bool TileMapEditorPlugin::handles(Object *p_object) const {
return p_object->is_type("TileMap");
}
void TileMapEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
tile_map_editor->show();
tile_map_editor->get_canvas_item_editor_hb()->show();
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} else {
tile_map_editor->hide();
tile_map_editor->get_canvas_item_editor_hb()->hide();
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tile_map_editor->edit(NULL);
}
}
TileMapEditorPlugin::TileMapEditorPlugin(EditorNode *p_node) {
editor=p_node;
tile_map_editor = memnew( TileMapEditor(p_node) );
CanvasItemEditor::get_singleton()->get_palette_split()->add_child(tile_map_editor);
CanvasItemEditor::get_singleton()->get_palette_split()->move_child(tile_map_editor,0);
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tile_map_editor->hide();
}
TileMapEditorPlugin::~TileMapEditorPlugin()
{
}