godot/editor/plugins/tile_set_editor_plugin.h

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/*************************************************************************/
/* tile_set_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef TILE_SET_EDITOR_PLUGIN_H
#define TILE_SET_EDITOR_PLUGIN_H
#include "editor/editor_name_dialog.h"
#include "editor/editor_node.h"
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#include "scene/2d/sprite.h"
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#include "scene/resources/convex_polygon_shape_2d.h"
#include "scene/resources/tile_set.h"
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#define WORKSPACE_MARGIN Vector2(10, 10)
class TilesetEditorContext;
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class TileSetEditor : public Control {
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friend class TileSetEditorPlugin;
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friend class TilesetEditorContext;
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GDCLASS(TileSetEditor, Control)
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enum TextureToolButtons {
TOOL_TILESET_ADD_TEXTURE,
TOOL_TILESET_REMOVE_TEXTURE,
TOOL_TILESET_CREATE_SCENE,
TOOL_TILESET_MERGE_SCENE,
TOOL_TILESET_MAX
};
enum WorkspaceMode {
WORKSPACE_EDIT,
WORKSPACE_CREATE_SINGLE,
WORKSPACE_CREATE_AUTOTILE,
WORKSPACE_CREATE_ATLAS,
WORKSPACE_MODE_MAX
};
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enum EditMode {
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EDITMODE_REGION,
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EDITMODE_COLLISION,
EDITMODE_OCCLUSION,
EDITMODE_NAVIGATION,
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EDITMODE_BITMASK,
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EDITMODE_PRIORITY,
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EDITMODE_ICON,
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EDITMODE_MAX
};
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enum TileSetTools {
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TOOL_SELECT,
BITMASK_COPY,
BITMASK_PASTE,
BITMASK_CLEAR,
SHAPE_NEW_POLYGON,
SHAPE_DELETE,
SHAPE_KEEP_INSIDE_TILE,
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TOOL_GRID_SNAP,
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ZOOM_OUT,
ZOOM_1,
ZOOM_IN,
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VISIBLE_INFO,
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TOOL_MAX
};
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Ref<TileSet> tileset;
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TilesetEditorContext *helper;
EditorNode *editor;
ConfirmationDialog *cd;
AcceptDialog *err_dialog;
EditorFileDialog *texture_dialog;
ItemList *texture_list;
int option;
ToolButton *tileset_toolbar_buttons[TOOL_TILESET_MAX];
MenuButton *tileset_toolbar_tools;
Map<RID, Ref<Texture> > texture_map;
bool creating_shape;
int dragging_point;
float tile_names_opacity;
Vector2 region_from;
Rect2 edited_region;
bool draw_edited_region;
Vector2 edited_shape_coord;
PoolVector2Array current_shape;
Map<Vector2, uint16_t> bitmask_map_copy;
Vector2 snap_step;
Vector2 snap_offset;
Vector2 snap_separation;
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Ref<ConvexPolygonShape2D> edited_collision_shape;
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Ref<OccluderPolygon2D> edited_occlusion_shape;
Ref<NavigationPolygon> edited_navigation_shape;
int current_item_index;
Sprite *preview;
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ScrollContainer *scroll;
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Control *workspace_container;
bool draw_handles;
Control *workspace_overlay;
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Control *workspace;
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Button *tool_workspacemode[WORKSPACE_MODE_MAX];
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Button *tool_editmode[EDITMODE_MAX];
HSeparator *separator_editmode;
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HBoxContainer *toolbar;
ToolButton *tools[TOOL_MAX];
VSeparator *separator_delete;
VSeparator *separator_grid;
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SpinBox *spin_priority;
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WorkspaceMode workspace_mode;
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EditMode edit_mode;
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int current_tile;
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void update_texture_list();
void update_texture_list_icon();
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Ref<Texture> get_current_texture();
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static void _import_node(Node *p_node, Ref<TileSet> p_library);
static void _import_scene(Node *p_scene, Ref<TileSet> p_library, bool p_merge);
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protected:
static void _bind_methods();
void _notification(int p_what);
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public:
void edit(const Ref<TileSet> &p_tileset);
static Error update_library_file(Node *p_base_scene, Ref<TileSet> ml, bool p_merge = true);
TileSetEditor(EditorNode *p_editor);
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~TileSetEditor();
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private:
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void _on_tileset_toolbar_button_pressed(int p_index);
void _on_tileset_toolbar_confirm();
void _on_texture_list_selected(int p_index);
void _on_textures_added(const PoolStringArray &p_paths);
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void _on_edit_mode_changed(int p_edit_mode);
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void _on_workspace_mode_changed(int p_workspace_mode);
void _on_workspace_overlay_draw();
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void _on_workspace_draw();
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void _on_workspace_process();
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void _on_workspace_input(const Ref<InputEvent> &p_ie);
void _on_tool_clicked(int p_tool);
void _on_priority_changed(float val);
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void _on_grid_snap_toggled(bool p_val);
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void _set_snap_step(Vector2 p_val);
void _set_snap_off(Vector2 p_val);
void _set_snap_sep(Vector2 p_val);
void draw_highlight_current_tile();
void draw_highlight_subtile(Vector2 coord, const Vector<Vector2> &other_highlighted = Vector<Vector2>());
void draw_tile_subdivision(int p_id, Color p_color) const;
void draw_edited_region_subdivision() const;
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void draw_grid_snap();
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void draw_polygon_shapes();
void close_shape(const Vector2 &shape_anchor);
void select_coord(const Vector2 &coord);
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Vector2 snap_point(const Vector2 &point);
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void update_workspace_tile_mode();
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void update_edited_region(const Vector2 &end_point);
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int get_current_tile() const;
void set_current_tile(int p_id);
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};
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class TilesetEditorContext : public Object {
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friend class TileSetEditor;
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GDCLASS(TilesetEditorContext, Object);
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Ref<TileSet> tileset;
TileSetEditor *tileset_editor;
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bool snap_options_visible;
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public:
void set_tileset(const Ref<TileSet> &p_tileset);
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private:
void set_snap_options_visible(bool p_visible);
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protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
TilesetEditorContext(TileSetEditor *p_tileset_editor);
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};
class TileSetEditorPlugin : public EditorPlugin {
GDCLASS(TileSetEditorPlugin, EditorPlugin);
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TileSetEditor *tileset_editor;
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Button *tileset_editor_button;
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EditorNode *editor;
public:
virtual String get_name() const { return "TileSet"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
TileSetEditorPlugin(EditorNode *p_node);
};
#endif // TILE_SET_EDITOR_PLUGIN_H