godot/editor/plugins/tile_map_editor_plugin.cpp

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/*************************************************************************/
/* tile_map_editor_plugin.cpp */
/*************************************************************************/
/* 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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#include "tile_map_editor_plugin.h"
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#include "canvas_item_editor_plugin.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "os/input.h"
#include "os/keyboard.h"
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void TileMapEditor::_notification(int p_what) {
switch (p_what) {
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case NOTIFICATION_PROCESS: {
if (bucket_queue.size() && canvas_item_editor) {
canvas_item_editor->update();
}
} break;
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case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: {
bool new_show_tile_info = EditorSettings::get_singleton()->get("editors/tile_map/show_tile_info_on_hover");
if (new_show_tile_info != show_tile_info) {
show_tile_info = new_show_tile_info;
tile_info->set_visible(show_tile_info);
}
if (is_visible_in_tree()) {
_update_palette();
}
} // fallthrough
case NOTIFICATION_ENTER_TREE: {
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transp->set_icon(get_icon("Transpose", "EditorIcons"));
mirror_x->set_icon(get_icon("MirrorX", "EditorIcons"));
mirror_y->set_icon(get_icon("MirrorY", "EditorIcons"));
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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search_box->add_icon_override("right_icon", get_icon("Search", "EditorIcons"));
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PopupMenu *p = options->get_popup();
p->set_item_icon(p->get_item_index(OPTION_PAINTING), get_icon("Edit", "EditorIcons"));
p->set_item_icon(p->get_item_index(OPTION_PICK_TILE), get_icon("ColorPick", "EditorIcons"));
p->set_item_icon(p->get_item_index(OPTION_SELECT), get_icon("ToolSelect", "EditorIcons"));
p->set_item_icon(p->get_item_index(OPTION_MOVE), get_icon("ToolMove", "EditorIcons"));
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p->set_item_icon(p->get_item_index(OPTION_DUPLICATE), get_icon("Duplicate", "EditorIcons"));
p->set_item_icon(p->get_item_index(OPTION_ERASE_SELECTION), get_icon("Remove", "EditorIcons"));
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} break;
}
}
void TileMapEditor::_menu_option(int p_option) {
switch (p_option) {
case OPTION_PAINTING: {
// NOTE: We do not set tool = TOOL_PAINTING as this begins painting
// immediately without pressing the left mouse button first
tool = TOOL_NONE;
canvas_item_editor->update();
} break;
case OPTION_BUCKET: {
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tool = TOOL_BUCKET;
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canvas_item_editor->update();
} break;
case OPTION_PICK_TILE: {
tool = TOOL_PICKING;
canvas_item_editor->update();
} break;
case OPTION_SELECT: {
tool = TOOL_SELECTING;
selection_active = false;
canvas_item_editor->update();
} break;
case OPTION_DUPLICATE: {
_update_copydata();
if (selection_active) {
tool = TOOL_DUPLICATING;
canvas_item_editor->update();
}
} break;
case OPTION_ERASE_SELECTION: {
if (!selection_active)
return;
undo_redo->create_action(TTR("Erase Selection"));
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undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
for (int i = rectangle.position.y; i <= rectangle.position.y + rectangle.size.y; i++) {
for (int j = rectangle.position.x; j <= rectangle.position.x + rectangle.size.x; j++) {
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_set_cell(Point2i(j, i), TileMap::INVALID_CELL, false, false, false);
}
}
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undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
selection_active = false;
copydata.clear();
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canvas_item_editor->update();
} break;
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case OPTION_FIX_INVALID: {
undo_redo->create_action(TTR("Fix Invalid Tiles"));
undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
node->fix_invalid_tiles();
undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
} break;
case OPTION_MOVE: {
if (selection_active) {
_update_copydata();
tool = TOOL_MOVING;
canvas_item_editor->update();
}
} break;
}
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}
void TileMapEditor::_canvas_mouse_enter() {
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mouse_over = true;
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canvas_item_editor->update();
}
void TileMapEditor::_canvas_mouse_exit() {
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mouse_over = false;
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canvas_item_editor->update();
}
int TileMapEditor::get_selected_tile() const {
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int item = palette->get_current();
if (item == -1)
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return TileMap::INVALID_CELL;
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return palette->get_item_metadata(item);
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}
void TileMapEditor::set_selected_tile(int p_tile) {
int idx = palette->find_metadata(p_tile);
if (idx >= 0) {
palette->select(idx, true);
palette->ensure_current_is_visible();
}
}
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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) {
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ERR_FAIL_COND(!node);
int prev_val = node->get_cell(p_pos.x, p_pos.y);
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);
bool prev_transpose = node->is_cell_transposed(p_pos.x, p_pos.y);
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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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node->set_cell(p_pos.x, p_pos.y, p_value, p_flip_h, p_flip_v, p_transpose);
node->update_bitmask_area(Point2(p_pos));
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}
void TileMapEditor::_text_entered(const String &p_text) {
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canvas_item_editor->grab_focus();
}
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void TileMapEditor::_text_changed(const String &p_text) {
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_update_palette();
}
void TileMapEditor::_sbox_input(const Ref<InputEvent> &p_ie) {
Ref<InputEventKey> k = p_ie;
if (k.is_valid() && (k->get_scancode() == KEY_UP ||
k->get_scancode() == KEY_DOWN ||
k->get_scancode() == KEY_PAGEUP ||
k->get_scancode() == KEY_PAGEDOWN)) {
palette->call("_gui_input", k);
search_box->accept_event();
}
}
// Implementation detail of TileMapEditor::_update_palette();
// in modern C++ this could have been inside its body
namespace {
struct _PaletteEntry {
int id;
String name;
bool operator<(const _PaletteEntry &p_rhs) const {
return name < p_rhs.name;
}
};
} // namespace
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void TileMapEditor::_update_palette() {
if (!node)
return;
int selected = get_selected_tile();
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palette->clear();
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Ref<TileSet> tileset = node->get_tileset();
if (tileset.is_null())
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return;
List<int> tiles;
tileset->get_tile_list(&tiles);
if (tiles.empty())
return;
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float min_size = EDITOR_DEF("editors/tile_map/preview_size", 64);
min_size *= EDSCALE;
int hseparation = EDITOR_DEF("editors/tile_map/palette_item_hseparation", 8);
bool show_tile_names = bool(EDITOR_DEF("editors/tile_map/show_tile_names", true));
bool show_tile_ids = bool(EDITOR_DEF("editors/tile_map/show_tile_ids", false));
bool sort_by_name = bool(EDITOR_DEF("editors/tile_map/sort_tiles_by_name", true));
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palette->add_constant_override("hseparation", hseparation * EDSCALE);
palette->add_constant_override("vseparation", 8 * EDSCALE);
palette->set_fixed_icon_size(Size2(min_size, min_size));
palette->set_fixed_column_width(min_size * MAX(size_slider->get_value(), 1));
String filter = search_box->get_text().strip_edges();
Vector<_PaletteEntry> entries;
for (List<int>::Element *E = tiles.front(); E; E = E->next()) {
String name = tileset->tile_get_name(E->get());
if (name != "") {
if (show_tile_ids) {
if (sort_by_name) {
name = name + " - " + itos(E->get());
} else {
name = itos(E->get()) + " - " + name;
}
}
} else {
name = "#" + itos(E->get());
}
if (filter != "" && !filter.is_subsequence_ofi(name))
continue;
const _PaletteEntry entry = { E->get(), name };
entries.push_back(entry);
}
if (sort_by_name) {
entries.sort();
}
for (int i = 0; i < entries.size(); i++) {
if (show_tile_names) {
palette->add_item(entries[i].name);
} else {
palette->add_item(String());
}
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Ref<Texture> tex = tileset->tile_get_texture(entries[i].id);
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if (tex.is_valid()) {
Rect2 region = tileset->tile_get_region(entries[i].id);
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if (tileset->tile_get_tile_mode(entries[i].id) == TileSet::AUTO_TILE) {
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int spacing = tileset->autotile_get_spacing(entries[i].id);
region.size = tileset->autotile_get_size(entries[i].id);
region.position += (region.size + Vector2(spacing, spacing)) * tileset->autotile_get_icon_coordinate(entries[i].id);
}
if (!region.has_no_area())
palette->set_item_icon_region(palette->get_item_count() - 1, region);
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palette->set_item_icon(palette->get_item_count() - 1, tex);
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}
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palette->set_item_metadata(palette->get_item_count() - 1, entries[i].id);
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}
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palette->set_same_column_width(true);
if (selected != -1)
set_selected_tile(selected);
else
palette->select(0);
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}
void TileMapEditor::_pick_tile(const Point2 &p_pos) {
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int id = node->get_cell(p_pos.x, p_pos.y);
if (id == TileMap::INVALID_CELL)
return;
if (search_box->get_text().strip_edges() != "") {
search_box->set_text("");
_update_palette();
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}
set_selected_tile(id);
mirror_x->set_pressed(node->is_cell_x_flipped(p_pos.x, p_pos.y));
mirror_y->set_pressed(node->is_cell_y_flipped(p_pos.x, p_pos.y));
transp->set_pressed(node->is_cell_transposed(p_pos.x, p_pos.y));
_update_transform_buttons();
canvas_item_editor->update();
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}
PoolVector<Vector2> TileMapEditor::_bucket_fill(const Point2i &p_start, bool erase, bool preview) {
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int prev_id = node->get_cell(p_start.x, p_start.y);
int id = TileMap::INVALID_CELL;
if (!erase) {
id = get_selected_tile();
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if (id == TileMap::INVALID_CELL)
return PoolVector<Vector2>();
} else if (prev_id == TileMap::INVALID_CELL) {
return PoolVector<Vector2>();
}
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if (id == prev_id) {
return PoolVector<Vector2>();
}
Rect2i r = node->_edit_get_rect();
r.position = r.position / node->get_cell_size();
r.size = r.size / node->get_cell_size();
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int area = r.get_area();
if (preview) {
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// Test if we can re-use the result from preview bucket fill
bool invalidate_cache = false;
// Area changed
if (r != bucket_cache_rect)
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_clear_bucket_cache();
// Cache grid is not initialized
if (bucket_cache_visited == 0) {
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bucket_cache_visited = new bool[area];
invalidate_cache = true;
}
// Tile ID changed or position wasn't visited by the previous fill
int loc = (p_start.x - r.position.x) + (p_start.y - r.position.y) * r.get_size().x;
if (prev_id != bucket_cache_tile || !bucket_cache_visited[loc]) {
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invalidate_cache = true;
}
if (invalidate_cache) {
for (int i = 0; i < area; ++i)
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bucket_cache_visited[i] = false;
bucket_cache = PoolVector<Vector2>();
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bucket_cache_tile = prev_id;
bucket_cache_rect = r;
bucket_queue.clear();
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}
}
PoolVector<Vector2> points;
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Vector<Vector2> non_preview_cache;
int count = 0;
int limit = 0;
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if (preview) {
limit = 1024;
} else {
bucket_queue.clear();
}
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bucket_queue.push_back(p_start);
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while (bucket_queue.size()) {
Point2i n = bucket_queue.front()->get();
bucket_queue.pop_front();
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if (!r.has_point(n))
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continue;
if (node->get_cell(n.x, n.y) == prev_id) {
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if (preview) {
int loc = (n.x - r.position.x) + (n.y - r.position.y) * r.get_size().x;
if (bucket_cache_visited[loc])
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continue;
bucket_cache_visited[loc] = true;
bucket_cache.push_back(n);
} else {
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if (non_preview_cache.find(n) >= 0)
continue;
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points.push_back(n);
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non_preview_cache.push_back(n);
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}
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bucket_queue.push_back(Point2i(n.x, n.y + 1));
bucket_queue.push_back(Point2i(n.x, n.y - 1));
bucket_queue.push_back(Point2i(n.x + 1, n.y));
bucket_queue.push_back(Point2i(n.x - 1, n.y));
count++;
}
if (limit > 0 && count >= limit) {
break;
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}
}
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return preview ? bucket_cache : points;
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}
void TileMapEditor::_fill_points(const PoolVector<Vector2> p_points, const Dictionary &p_op) {
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int len = p_points.size();
PoolVector<Vector2>::Read pr = p_points.read();
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int id = p_op["id"];
bool xf = p_op["flip_h"];
bool yf = p_op["flip_v"];
bool tr = p_op["transpose"];
for (int i = 0; i < len; i++) {
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_set_cell(pr[i], id, xf, yf, tr);
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node->make_bitmask_area_dirty(pr[i]);
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}
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node->update_dirty_bitmask();
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}
void TileMapEditor::_erase_points(const PoolVector<Vector2> p_points) {
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int len = p_points.size();
PoolVector<Vector2>::Read pr = p_points.read();
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for (int i = 0; i < len; i++) {
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_set_cell(pr[i], TileMap::INVALID_CELL);
}
}
void TileMapEditor::_select(const Point2i &p_from, const Point2i &p_to) {
Point2i begin = p_from;
Point2i end = p_to;
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if (begin.x > end.x) {
SWAP(begin.x, end.x);
}
if (begin.y > end.y) {
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SWAP(begin.y, end.y);
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}
rectangle.position = begin;
rectangle.size = end - begin;
canvas_item_editor->update();
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}
void TileMapEditor::_draw_cell(int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Transform2D &p_xform) {
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Ref<Texture> t = node->get_tileset()->tile_get_texture(p_cell);
if (t.is_null())
return;
Vector2 tile_ofs = node->get_tileset()->tile_get_texture_offset(p_cell);
Rect2 r = node->get_tileset()->tile_get_region(p_cell);
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if (node->get_tileset()->tile_get_tile_mode(p_cell) == TileSet::AUTO_TILE) {
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int spacing = node->get_tileset()->autotile_get_spacing(p_cell);
r.size = node->get_tileset()->autotile_get_size(p_cell);
r.position += (r.size + Vector2(spacing, spacing)) * node->get_tileset()->autotile_get_icon_coordinate(p_cell);
}
Size2 sc = p_xform.get_scale();
Rect2 rect = Rect2();
rect.position = node->map_to_world(p_point) + node->get_cell_draw_offset();
if (r.has_no_area()) {
rect.size = t->get_size();
} else {
rect.size = r.size;
}
if (rect.size.y > rect.size.x) {
if ((p_flip_h && (p_flip_v || p_transpose)) || (p_flip_v && !p_transpose))
tile_ofs.y += rect.size.y - rect.size.x;
} else if (rect.size.y < rect.size.x) {
if ((p_flip_v && (p_flip_h || p_transpose)) || (p_flip_h && !p_transpose))
tile_ofs.x += rect.size.x - rect.size.y;
}
if (p_transpose) {
SWAP(tile_ofs.x, tile_ofs.y);
}
if (p_flip_h) {
sc.x *= -1.0;
tile_ofs.x *= -1.0;
}
if (p_flip_v) {
sc.y *= -1.0;
tile_ofs.y *= -1.0;
}
if (node->get_tile_origin() == TileMap::TILE_ORIGIN_TOP_LEFT) {
rect.position += tile_ofs;
} else if (node->get_tile_origin() == TileMap::TILE_ORIGIN_BOTTOM_LEFT) {
Size2 cell_size = node->get_cell_size();
rect.position += tile_ofs;
if (p_transpose) {
if (p_flip_h)
rect.position.x -= cell_size.x;
else
rect.position.x += cell_size.x;
} else {
if (p_flip_v)
rect.position.y -= cell_size.y;
else
rect.position.y += cell_size.y;
}
} else if (node->get_tile_origin() == TileMap::TILE_ORIGIN_CENTER) {
Size2 cell_size = node->get_cell_size();
rect.position += tile_ofs;
if (p_flip_h)
rect.position.x -= cell_size.x / 2;
else
rect.position.x += cell_size.x / 2;
if (p_flip_v)
rect.position.y -= cell_size.y / 2;
else
rect.position.y += cell_size.y / 2;
}
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rect.position = p_xform.xform(rect.position);
rect.size *= sc;
if (r.has_no_area())
canvas_item_editor->draw_texture_rect(t, rect, false, Color(1, 1, 1, 0.5), p_transpose);
else
canvas_item_editor->draw_texture_rect_region(t, rect, r, Color(1, 1, 1, 0.5), p_transpose);
}
void TileMapEditor::_draw_fill_preview(int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Transform2D &p_xform) {
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PoolVector<Vector2> points = _bucket_fill(p_point, false, true);
PoolVector<Vector2>::Read pr = points.read();
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int len = points.size();
for (int i = 0; i < len; ++i) {
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_draw_cell(p_cell, pr[i], p_flip_h, p_flip_v, p_transpose, p_xform);
}
}
void TileMapEditor::_clear_bucket_cache() {
if (bucket_cache_visited) {
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delete[] bucket_cache_visited;
bucket_cache_visited = 0;
}
}
void TileMapEditor::_update_copydata() {
copydata.clear();
if (!selection_active)
return;
for (int i = rectangle.position.y; i <= rectangle.position.y + rectangle.size.y; i++) {
for (int j = rectangle.position.x; j <= rectangle.position.x + rectangle.size.x; j++) {
TileData tcd;
tcd.cell = node->get_cell(j, i);
if (tcd.cell != TileMap::INVALID_CELL) {
tcd.pos = Point2i(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);
}
copydata.push_back(tcd);
}
}
}
static inline Vector<Point2i> line(int x0, int x1, int y0, int y1) {
Vector<Point2i> points;
float dx = ABS(x1 - x0);
float dy = ABS(y1 - y0);
int x = x0;
int y = y0;
int sx = x0 > x1 ? -1 : 1;
int sy = y0 > y1 ? -1 : 1;
if (dx > dy) {
float err = dx / 2;
for (; x != x1; x += sx) {
points.push_back(Vector2(x, y));
err -= dy;
if (err < 0) {
y += sy;
err += dx;
}
}
} else {
float err = dy / 2;
for (; y != y1; y += sy) {
points.push_back(Vector2(x, y));
err -= dx;
if (err < 0) {
x += sx;
err += dy;
}
}
}
points.push_back(Vector2(x, y));
return points;
}
bool TileMapEditor::forward_gui_input(const Ref<InputEvent> &p_event) {
if (!node || !node->get_tileset().is_valid() || !node->is_visible_in_tree())
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return false;
Transform2D xform = CanvasItemEditor::get_singleton()->get_canvas_transform() * node->get_global_transform();
Transform2D xform_inv = xform.affine_inverse();
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Ref<InputEventMouseButton> mb = p_event;
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if (mb.is_valid()) {
if (mb->get_button_index() == BUTTON_LEFT) {
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if (mb->is_pressed()) {
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if (Input::get_singleton()->is_key_pressed(KEY_SPACE))
return false; //drag
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if (tool == TOOL_NONE) {
if (mb->get_shift()) {
#ifdef APPLE_STYLE_KEYS
if (mb->get_command())
#else
if (mb->get_control())
#endif
tool = TOOL_RECTANGLE_PAINT;
else
tool = TOOL_LINE_PAINT;
selection_active = false;
rectangle_begin = over_tile;
return true;
}
#ifdef APPLE_STYLE_KEYS
if (mb->get_command()) {
#else
if (mb->get_control()) {
#endif
tool = TOOL_PICKING;
_pick_tile(over_tile);
return true;
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}
tool = TOOL_PAINTING;
}
if (tool == TOOL_PAINTING) {
int id = get_selected_tile();
if (id != TileMap::INVALID_CELL) {
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tool = TOOL_PAINTING;
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undo_redo->create_action(TTR("Paint TileMap"));
undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
}
} else if (tool == TOOL_PICKING) {
_pick_tile(over_tile);
} else if (tool == TOOL_SELECTING) {
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selection_active = true;
rectangle_begin = over_tile;
}
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return true;
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} else {
// Mousebutton was released
if (tool != TOOL_NONE) {
if (tool == TOOL_PAINTING) {
int id = get_selected_tile();
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if (id != TileMap::INVALID_CELL) {
_set_cell(over_tile, id, flip_h, flip_v, transpose);
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undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
paint_undo.clear();
}
} else if (tool == TOOL_LINE_PAINT) {
int id = get_selected_tile();
if (id != TileMap::INVALID_CELL) {
undo_redo->create_action(TTR("Line Draw"));
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undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
for (Map<Point2i, CellOp>::Element *E = paint_undo.front(); E; E = E->next()) {
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_set_cell(E->key(), id, flip_h, flip_v, transpose);
}
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undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
paint_undo.clear();
canvas_item_editor->update();
}
} else if (tool == TOOL_RECTANGLE_PAINT) {
int id = get_selected_tile();
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if (id != TileMap::INVALID_CELL) {
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undo_redo->create_action(TTR("Rectangle Paint"));
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undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
for (int i = rectangle.position.y; i <= rectangle.position.y + rectangle.size.y; i++) {
for (int j = rectangle.position.x; j <= rectangle.position.x + rectangle.size.x; j++) {
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_set_cell(Point2i(j, i), id, flip_h, flip_v, transpose);
}
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}
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undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
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undo_redo->commit_action();
canvas_item_editor->update();
}
} else if (tool == TOOL_DUPLICATING) {
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Point2 ofs = over_tile - rectangle.position;
undo_redo->create_action(TTR("Duplicate"));
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undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
for (List<TileData>::Element *E = copydata.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);
}
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undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
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copydata.clear();
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canvas_item_editor->update();
} else if (tool == TOOL_MOVING) {
Point2 ofs = over_tile - rectangle.position;
undo_redo->create_action(TTR("Move"));
undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
for (int i = rectangle.position.y; i <= rectangle.position.y + rectangle.size.y; i++) {
for (int j = rectangle.position.x; j <= rectangle.position.x + rectangle.size.x; j++) {
_set_cell(Point2i(j, i), TileMap::INVALID_CELL, false, false, false);
}
}
for (List<TileData>::Element *E = copydata.front(); E; E = E->next()) {
_set_cell(E->get().pos + ofs, E->get().cell, E->get().flip_h, E->get().flip_v, E->get().transpose);
}
undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
copydata.clear();
selection_active = false;
canvas_item_editor->update();
} else if (tool == TOOL_SELECTING) {
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canvas_item_editor->update();
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} else if (tool == TOOL_BUCKET) {
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PoolVector<Vector2> points = _bucket_fill(over_tile);
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if (points.size() == 0)
return false;
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undo_redo->create_action(TTR("Bucket Fill"));
undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
Dictionary op;
op["id"] = get_selected_tile();
op["flip_h"] = flip_h;
op["flip_v"] = flip_v;
op["transpose"] = transpose;
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_fill_points(points, op);
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undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
// We want to keep the bucket-tool active
return true;
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}
tool = TOOL_NONE;
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return true;
}
}
} else if (mb->get_button_index() == BUTTON_RIGHT) {
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if (mb->is_pressed()) {
if (tool == TOOL_SELECTING || selection_active) {
tool = TOOL_NONE;
selection_active = false;
canvas_item_editor->update();
return true;
}
if (tool == TOOL_DUPLICATING) {
tool = TOOL_NONE;
copydata.clear();
canvas_item_editor->update();
return true;
}
if (tool == TOOL_MOVING) {
tool = TOOL_NONE;
copydata.clear();
canvas_item_editor->update();
return true;
}
if (tool == TOOL_NONE) {
paint_undo.clear();
Point2 local = node->world_to_map(xform_inv.xform(mb->get_position()));
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undo_redo->create_action(TTR("Erase TileMap"));
undo_redo->add_undo_method(node, "set", "tile_data", node->get("tile_data"));
if (mb->get_shift()) {
#ifdef APPLE_STYLE_KEYS
if (mb->get_command())
#else
if (mb->get_control())
#endif
tool = TOOL_RECTANGLE_ERASE;
else
tool = TOOL_LINE_ERASE;
selection_active = false;
rectangle_begin = local;
} else {
tool = TOOL_ERASING;
_set_cell(local, TileMap::INVALID_CELL);
}
return true;
}
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} else {
if (tool == TOOL_ERASING || tool == TOOL_RECTANGLE_ERASE || tool == TOOL_LINE_ERASE) {
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undo_redo->add_do_method(node, "set", "tile_data", node->get("tile_data"));
undo_redo->commit_action();
if (tool == TOOL_RECTANGLE_ERASE || tool == TOOL_LINE_ERASE) {
canvas_item_editor->update();
}
tool = TOOL_NONE;
return true;
} else if (tool == TOOL_BUCKET) {
Dictionary pop;
pop["id"] = node->get_cell(over_tile.x, over_tile.y);
pop["flip_h"] = node->is_cell_x_flipped(over_tile.x, over_tile.y);
pop["flip_v"] = node->is_cell_y_flipped(over_tile.x, over_tile.y);
pop["transpose"] = node->is_cell_transposed(over_tile.x, over_tile.y);
PoolVector<Vector2> points = _bucket_fill(over_tile, true);
if (points.size() == 0)
return false;
undo_redo->create_action("Bucket Fill");
undo_redo->add_do_method(this, "_erase_points", points);
undo_redo->add_undo_method(this, "_fill_points", points, pop);
undo_redo->commit_action();
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}
}
}
}
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Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
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Point2i new_over_tile = node->world_to_map(xform_inv.xform(mm->get_position()));
Point2i old_over_tile = over_tile;
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if (new_over_tile != over_tile) {
over_tile = new_over_tile;
canvas_item_editor->update();
}
if (show_tile_info) {
int tile_under = node->get_cell(over_tile.x, over_tile.y);
String tile_name = "none";
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if (node->get_tileset()->has_tile(tile_under))
tile_name = node->get_tileset()->tile_get_name(tile_under);
tile_info->set_text(String::num(over_tile.x) + ", " + String::num(over_tile.y) + " [" + tile_name + "]");
}
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if (tool == TOOL_PAINTING) {
// Paint using bresenham line to prevent holes in painting if the user moves fast
Vector<Point2i> points = line(old_over_tile.x, over_tile.x, old_over_tile.y, over_tile.y);
int id = get_selected_tile();
for (int i = 0; i < points.size(); ++i) {
Point2i pos = points[i];
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2017-11-08 21:26:19 +00:00
if (!paint_undo.has(pos)) {
paint_undo[pos] = _get_op_from_cell(pos);
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}
_set_cell(pos, id, flip_h, flip_v, transpose);
}
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return true;
}
if (tool == TOOL_ERASING) {
// erase using bresenham line to prevent holes in painting if the user moves fast
Vector<Point2i> points = line(old_over_tile.x, over_tile.x, old_over_tile.y, over_tile.y);
for (int i = 0; i < points.size(); ++i) {
Point2i pos = points[i];
_set_cell(pos, TileMap::INVALID_CELL);
}
return true;
}
if (tool == TOOL_SELECTING) {
_select(rectangle_begin, over_tile);
return true;
}
if (tool == TOOL_LINE_PAINT || tool == TOOL_LINE_ERASE) {
int id = get_selected_tile();
bool erasing = (tool == TOOL_LINE_ERASE);
if (erasing && paint_undo.size()) {
for (Map<Point2i, CellOp>::Element *E = paint_undo.front(); E; E = E->next()) {
_set_cell(E->key(), E->get().idx, E->get().xf, E->get().yf, E->get().tr);
}
}
paint_undo.clear();
if (id != TileMap::INVALID_CELL) {
Vector<Point2i> points = line(rectangle_begin.x, over_tile.x, rectangle_begin.y, over_tile.y);
for (int i = 0; i < points.size(); i++) {
paint_undo[points[i]] = _get_op_from_cell(points[i]);
if (erasing)
_set_cell(points[i], TileMap::INVALID_CELL);
}
canvas_item_editor->update();
}
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return true;
}
if (tool == TOOL_RECTANGLE_PAINT || tool == TOOL_RECTANGLE_ERASE) {
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_select(rectangle_begin, over_tile);
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if (tool == TOOL_RECTANGLE_ERASE) {
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if (paint_undo.size()) {
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for (Map<Point2i, CellOp>::Element *E = paint_undo.front(); E; E = E->next()) {
_set_cell(E->key(), E->get().idx, E->get().xf, E->get().yf, E->get().tr);
}
}
paint_undo.clear();
for (int i = rectangle.position.y; i <= rectangle.position.y + rectangle.size.y; i++) {
for (int j = rectangle.position.x; j <= rectangle.position.x + rectangle.size.x; j++) {
Point2i tile = Point2i(j, i);
paint_undo[tile] = _get_op_from_cell(tile);
_set_cell(tile, TileMap::INVALID_CELL);
}
}
}
return true;
}
if (tool == TOOL_PICKING && Input::get_singleton()->is_mouse_button_pressed(BUTTON_LEFT)) {
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_pick_tile(over_tile);
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return true;
}
}
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Ref<InputEventKey> k = p_event;
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if (k.is_valid() && k->is_pressed()) {
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if (k->get_scancode() == KEY_ESCAPE) {
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if (tool == TOOL_DUPLICATING || tool == TOOL_MOVING)
copydata.clear();
else if (tool == TOOL_SELECTING || selection_active)
selection_active = false;
tool = TOOL_NONE;
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canvas_item_editor->update();
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return true;
}
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if (!mouse_over) {
// Editor shortcuts should not fire if mouse not in viewport
return false;
}
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if (ED_IS_SHORTCUT("tile_map_editor/paint_tile", p_event)) {
// NOTE: We do not set tool = TOOL_PAINTING as this begins painting
// immediately without pressing the left mouse button first
tool = TOOL_NONE;
canvas_item_editor->update();
return true;
}
if (ED_IS_SHORTCUT("tile_map_editor/bucket_fill", p_event)) {
tool = TOOL_BUCKET;
canvas_item_editor->update();
return true;
}
if (ED_IS_SHORTCUT("tile_map_editor/erase_selection", p_event)) {
_menu_option(OPTION_ERASE_SELECTION);
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return true;
}
if (ED_IS_SHORTCUT("tile_map_editor/select", p_event)) {
tool = TOOL_SELECTING;
selection_active = false;
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canvas_item_editor->update();
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return true;
}
if (ED_IS_SHORTCUT("tile_map_editor/duplicate_selection", p_event)) {
_update_copydata();
if (selection_active) {
tool = TOOL_DUPLICATING;
canvas_item_editor->update();
return true;
}
}
if (ED_IS_SHORTCUT("tile_map_editor/move_selection", p_event)) {
if (selection_active) {
_update_copydata();
tool = TOOL_MOVING;
canvas_item_editor->update();
return true;
}
}
if (ED_IS_SHORTCUT("tile_map_editor/find_tile", p_event)) {
search_box->select_all();
search_box->grab_focus();
return true;
}
if (ED_IS_SHORTCUT("tile_map_editor/mirror_x", p_event)) {
flip_h = !flip_h;
mirror_x->set_pressed(flip_h);
_update_transform_buttons();
canvas_item_editor->update();
return true;
}
if (ED_IS_SHORTCUT("tile_map_editor/mirror_y", p_event)) {
flip_v = !flip_v;
mirror_y->set_pressed(flip_v);
_update_transform_buttons();
canvas_item_editor->update();
return true;
}
if (ED_IS_SHORTCUT("tile_map_editor/transpose", p_event)) {
transpose = !transpose;
transp->set_pressed(transpose);
_update_transform_buttons();
canvas_item_editor->update();
return true;
}
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}
return false;
}
void TileMapEditor::forward_draw_over_viewport(Control *p_overlay) {
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if (!node)
return;
Transform2D cell_xf = node->get_cell_transform();
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Transform2D xform = CanvasItemEditor::get_singleton()->get_canvas_transform() * node->get_global_transform();
Transform2D xform_inv = xform.affine_inverse();
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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.position = 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))));
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
aabb.expand_to(node->world_to_map(xform_inv.xform(screen_size)));
Rect2i si = aabb.grow(1.0);
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if (node->get_half_offset() != TileMap::HALF_OFFSET_X) {
2014-02-10 01:10:30 +00:00
int max_lines = 2000; //avoid crash if size too smal
for (int i = (si.position.x) - 1; i <= (si.position.x + si.size.x); i++) {
2014-02-10 01:10:30 +00:00
Vector2 from = xform.xform(node->map_to_world(Vector2(i, si.position.y)));
Vector2 to = xform.xform(node->map_to_world(Vector2(i, si.position.y + si.size.y + 1)));
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);
canvas_item_editor->draw_line(from, to, col, 1);
if (max_lines-- == 0)
break;
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
}
} else {
2014-02-10 01:10:30 +00:00
int max_lines = 10000; //avoid crash if size too smal
2014-02-10 01:10:30 +00:00
for (int i = (si.position.x) - 1; i <= (si.position.x + si.size.x); i++) {
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 j = (si.position.y) - 1; j <= (si.position.y + si.size.y); j++) {
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 ofs;
if (ABS(j) & 1) {
ofs = cell_xf[0] * 0.5;
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, 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 (max_lines-- == 0)
break;
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
}
}
}
int max_lines = 10000; //avoid crash if size too smal
if (node->get_half_offset() != TileMap::HALF_OFFSET_Y) {
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.position.y) - 1; i <= (si.position.y + si.size.y); i++) {
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(si.position.x, i)));
Vector2 to = xform.xform(node->map_to_world(Vector2(si.position.x + si.size.x + 1, i)));
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);
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 (max_lines-- == 0)
break;
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
}
} else {
for (int i = (si.position.y) - 1; i <= (si.position.y + si.size.y); i++) {
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 j = (si.position.x) - 1; j <= (si.position.x + si.size.x); j++) {
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 ofs;
if (ABS(j) & 1) {
ofs = cell_xf[1] * 0.5;
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(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);
if (max_lines-- == 0)
break;
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
}
}
}
2014-02-10 01:10:30 +00:00
}
if (selection_active) {
Vector<Vector2> points;
points.push_back(xform.xform(node->map_to_world((rectangle.position))));
points.push_back(xform.xform(node->map_to_world((rectangle.position + Point2(rectangle.size.x + 1, 0)))));
points.push_back(xform.xform(node->map_to_world((rectangle.position + Point2(rectangle.size.x + 1, rectangle.size.y + 1)))));
points.push_back(xform.xform(node->map_to_world((rectangle.position + Point2(0, rectangle.size.y + 1)))));
2014-02-10 01:10:30 +00:00
canvas_item_editor->draw_colored_polygon(points, Color(0.2, 0.8, 1, 0.4));
2014-02-10 01:10:30 +00:00
}
if (mouse_over) {
2014-02-10 01:10:30 +00:00
Vector2 endpoints[4] = {
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]);
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
}
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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);
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else
col = Color(1.0, 0.4, 0.2, 0.8);
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for (int i = 0; i < 4; i++)
canvas_item_editor->draw_line(endpoints[i], endpoints[(i + 1) % 4], col, 2);
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bool bucket_preview = EditorSettings::get_singleton()->get("editors/tile_map/bucket_fill_preview");
if (tool == TOOL_SELECTING || tool == TOOL_PICKING || !bucket_preview) {
return;
}
if (tool == TOOL_LINE_PAINT) {
if (paint_undo.empty())
return;
int id = get_selected_tile();
if (id == TileMap::INVALID_CELL)
return;
for (Map<Point2i, CellOp>::Element *E = paint_undo.front(); E; E = E->next()) {
_draw_cell(id, E->key(), flip_h, flip_v, transpose, xform);
}
} else if (tool == TOOL_RECTANGLE_PAINT) {
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int id = get_selected_tile();
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if (id == TileMap::INVALID_CELL)
return;
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for (int i = rectangle.position.y; i <= rectangle.position.y + rectangle.size.y; i++) {
for (int j = rectangle.position.x; j <= rectangle.position.x + rectangle.size.x; j++) {
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_draw_cell(id, Point2i(j, i), flip_h, flip_v, transpose, xform);
}
}
} else if (tool == TOOL_DUPLICATING || tool == TOOL_MOVING) {
if (copydata.empty())
return;
Ref<TileSet> ts = node->get_tileset();
if (ts.is_null())
return;
Point2 ofs = over_tile - rectangle.position;
for (List<TileData>::Element *E = copydata.front(); E; E = E->next()) {
if (!ts->has_tile(E->get().cell))
continue;
TileData tcd = E->get();
_draw_cell(tcd.cell, tcd.pos + ofs, tcd.flip_h, tcd.flip_v, tcd.transpose, xform);
}
Rect2i duplicate = rectangle;
duplicate.position = over_tile;
Vector<Vector2> points;
points.push_back(xform.xform(node->map_to_world(duplicate.position)));
points.push_back(xform.xform(node->map_to_world((duplicate.position + Point2(duplicate.size.x + 1, 0)))));
points.push_back(xform.xform(node->map_to_world((duplicate.position + Point2(duplicate.size.x + 1, duplicate.size.y + 1)))));
points.push_back(xform.xform(node->map_to_world((duplicate.position + Point2(0, duplicate.size.y + 1)))));
canvas_item_editor->draw_colored_polygon(points, Color(0.2, 1.0, 0.8, 0.2));
} else if (tool == TOOL_BUCKET) {
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int tile = get_selected_tile();
_draw_fill_preview(tile, over_tile, flip_h, flip_v, transpose, xform);
} else {
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int st = get_selected_tile();
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if (st == TileMap::INVALID_CELL)
return;
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_draw_cell(st, over_tile, flip_h, flip_v, transpose, xform);
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}
}
}
void TileMapEditor::edit(Node *p_tile_map) {
search_box->set_text("");
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if (!canvas_item_editor) {
canvas_item_editor = CanvasItemEditor::get_singleton()->get_viewport_control();
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}
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if (node)
node->disconnect("settings_changed", this, "_tileset_settings_changed");
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if (p_tile_map) {
node = Object::cast_to<TileMap>(p_tile_map);
if (!canvas_item_editor->is_connected("mouse_entered", this, "_canvas_mouse_enter"))
canvas_item_editor->connect("mouse_entered", this, "_canvas_mouse_enter");
if (!canvas_item_editor->is_connected("mouse_exited", this, "_canvas_mouse_exit"))
canvas_item_editor->connect("mouse_exited", this, "_canvas_mouse_exit");
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_update_palette();
} else {
node = NULL;
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if (canvas_item_editor->is_connected("mouse_entered", this, "_canvas_mouse_enter"))
canvas_item_editor->disconnect("mouse_entered", this, "_canvas_mouse_enter");
if (canvas_item_editor->is_connected("mouse_exited", this, "_canvas_mouse_exit"))
canvas_item_editor->disconnect("mouse_exited", this, "_canvas_mouse_exit");
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_update_palette();
}
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if (node)
node->connect("settings_changed", this, "_tileset_settings_changed");
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_clear_bucket_cache();
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}
void TileMapEditor::_tileset_settings_changed() {
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_update_palette();
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if (canvas_item_editor)
canvas_item_editor->update();
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}
void TileMapEditor::_icon_size_changed(float p_value) {
if (node) {
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palette->set_icon_scale(p_value);
_update_palette();
}
}
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void TileMapEditor::_bind_methods() {
ClassDB::bind_method(D_METHOD("_text_entered"), &TileMapEditor::_text_entered);
ClassDB::bind_method(D_METHOD("_text_changed"), &TileMapEditor::_text_changed);
ClassDB::bind_method(D_METHOD("_sbox_input"), &TileMapEditor::_sbox_input);
ClassDB::bind_method(D_METHOD("_menu_option"), &TileMapEditor::_menu_option);
ClassDB::bind_method(D_METHOD("_canvas_mouse_enter"), &TileMapEditor::_canvas_mouse_enter);
ClassDB::bind_method(D_METHOD("_canvas_mouse_exit"), &TileMapEditor::_canvas_mouse_exit);
ClassDB::bind_method(D_METHOD("_tileset_settings_changed"), &TileMapEditor::_tileset_settings_changed);
ClassDB::bind_method(D_METHOD("_update_transform_buttons"), &TileMapEditor::_update_transform_buttons);
ClassDB::bind_method(D_METHOD("_fill_points"), &TileMapEditor::_fill_points);
ClassDB::bind_method(D_METHOD("_erase_points"), &TileMapEditor::_erase_points);
ClassDB::bind_method(D_METHOD("_icon_size_changed"), &TileMapEditor::_icon_size_changed);
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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 != TileMap::INVALID_CELL) {
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 = Object::cast_to<ToolButton>(p_button);
//ERR_FAIL_COND(!b);
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if (b == rotate_0) {
mirror_x->set_pressed(false);
mirror_y->set_pressed(false);
transp->set_pressed(false);
} else if (b == rotate_90) {
mirror_x->set_pressed(true);
mirror_y->set_pressed(false);
transp->set_pressed(true);
} else if (b == rotate_180) {
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mirror_x->set_pressed(true);
mirror_y->set_pressed(true);
transp->set_pressed(false);
} else if (b == rotate_270) {
mirror_x->set_pressed(false);
mirror_y->set_pressed(true);
transp->set_pressed(true);
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}
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flip_h = mirror_x->is_pressed();
flip_v = mirror_y->is_pressed();
transpose = transp->is_pressed();
rotate_0->set_pressed(!flip_h && !flip_v && !transpose);
rotate_90->set_pressed(flip_h && !flip_v && transpose);
rotate_180->set_pressed(flip_h && flip_v && !transpose);
rotate_270->set_pressed(!flip_h && flip_v && transpose);
}
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TileMapEditor::TileMapEditor(EditorNode *p_editor) {
node = NULL;
canvas_item_editor = NULL;
editor = p_editor;
undo_redo = editor->get_undo_redo();
tool = TOOL_NONE;
selection_active = false;
mouse_over = false;
show_tile_info = true;
flip_h = false;
flip_v = false;
transpose = false;
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bucket_cache_tile = -1;
bucket_cache_visited = 0;
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ED_SHORTCUT("tile_map_editor/erase_selection", TTR("Erase Selection"), KEY_DELETE);
ED_SHORTCUT("tile_map_editor/find_tile", TTR("Find Tile"), KEY_MASK_CMD + KEY_F);
ED_SHORTCUT("tile_map_editor/transpose", TTR("Transpose"), KEY_T);
ED_SHORTCUT("tile_map_editor/mirror_x", TTR("Mirror X"), KEY_A);
ED_SHORTCUT("tile_map_editor/mirror_y", TTR("Mirror Y"), KEY_S);
HBoxContainer *tool_hb1 = memnew(HBoxContainer);
add_child(tool_hb1);
HBoxContainer *tool_hb2 = memnew(HBoxContainer);
add_child(tool_hb2);
search_box = memnew(LineEdit);
search_box->set_h_size_flags(SIZE_EXPAND_FILL);
search_box->connect("text_entered", this, "_text_entered");
search_box->connect("text_changed", this, "_text_changed");
search_box->connect("gui_input", this, "_sbox_input");
add_child(search_box);
size_slider = memnew(HSlider);
size_slider->set_h_size_flags(SIZE_EXPAND_FILL);
size_slider->set_min(0.1f);
size_slider->set_max(4.0f);
size_slider->set_step(0.1f);
size_slider->set_value(1.0f);
size_slider->connect("value_changed", this, "_icon_size_changed");
add_child(size_slider);
int mw = EDITOR_DEF("editors/tile_map/palette_min_width", 80);
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// Add tile palette
palette = memnew(ItemList);
palette->set_v_size_flags(SIZE_EXPAND_FILL);
palette->set_custom_minimum_size(Size2(mw, 0));
palette->set_max_columns(0);
palette->set_icon_mode(ItemList::ICON_MODE_TOP);
palette->set_max_text_lines(2);
add_child(palette);
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// Add menu items
toolbar = memnew(HBoxContainer);
toolbar->set_h_size_flags(SIZE_EXPAND_FILL);
toolbar->set_alignment(BoxContainer::ALIGN_END);
toolbar->hide();
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(toolbar);
// Tile position
tile_info = memnew(Label);
toolbar->add_child(tile_info);
options = memnew(MenuButton);
options->set_text("Tile Map");
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("TileMap", "EditorIcons"));
options->set_process_unhandled_key_input(false);
PopupMenu *p = options->get_popup();
p->add_shortcut(ED_SHORTCUT("tile_map_editor/paint_tile", TTR("Paint Tile"), KEY_P), OPTION_PAINTING);
p->add_shortcut(ED_SHORTCUT("tile_map_editor/bucket_fill", TTR("Bucket Fill"), KEY_G), OPTION_BUCKET);
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p->add_separator();
p->add_item(TTR("Pick Tile"), OPTION_PICK_TILE, KEY_CONTROL);
p->add_separator();
p->add_shortcut(ED_SHORTCUT("tile_map_editor/select", TTR("Select"), KEY_MASK_CMD + KEY_B), OPTION_SELECT);
p->add_shortcut(ED_SHORTCUT("tile_map_editor/move_selection", TTR("Move Selection"), KEY_MASK_CMD + KEY_M), OPTION_MOVE);
p->add_shortcut(ED_SHORTCUT("tile_map_editor/duplicate_selection", TTR("Duplicate Selection"), KEY_MASK_CMD + KEY_D), OPTION_DUPLICATE);
p->add_shortcut(ED_GET_SHORTCUT("tile_map_editor/erase_selection"), OPTION_ERASE_SELECTION);
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p->add_separator();
p->add_item(TTR("Fix Invalid Tiles"), OPTION_FIX_INVALID);
p->connect("id_pressed", this, "_menu_option");
toolbar->add_child(options);
transp = memnew(ToolButton);
transp->set_toggle_mode(true);
transp->set_tooltip(TTR("Transpose") + " (" + ED_GET_SHORTCUT("tile_map_editor/transpose")->get_as_text() + ")");
transp->set_focus_mode(FOCUS_NONE);
transp->connect("pressed", this, "_update_transform_buttons", make_binds(transp));
tool_hb1->add_child(transp);
mirror_x = memnew(ToolButton);
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mirror_x->set_toggle_mode(true);
mirror_x->set_tooltip(TTR("Mirror X") + " (" + ED_GET_SHORTCUT("tile_map_editor/mirror_x")->get_as_text() + ")");
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mirror_x->set_focus_mode(FOCUS_NONE);
mirror_x->connect("pressed", this, "_update_transform_buttons", make_binds(mirror_x));
tool_hb1->add_child(mirror_x);
mirror_y = memnew(ToolButton);
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mirror_y->set_toggle_mode(true);
mirror_y->set_tooltip(TTR("Mirror Y") + " (" + ED_GET_SHORTCUT("tile_map_editor/mirror_y")->get_as_text() + ")");
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mirror_y->set_focus_mode(FOCUS_NONE);
mirror_y->connect("pressed", this, "_update_transform_buttons", make_binds(mirror_y));
tool_hb1->add_child(mirror_y);
rotate_0 = memnew(ToolButton);
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rotate_0->set_toggle_mode(true);
rotate_0->set_tooltip(TTR("Rotate 0 degrees"));
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rotate_0->set_focus_mode(FOCUS_NONE);
rotate_0->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_0));
tool_hb2->add_child(rotate_0);
rotate_90 = memnew(ToolButton);
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rotate_90->set_toggle_mode(true);
rotate_90->set_tooltip(TTR("Rotate 90 degrees"));
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rotate_90->set_focus_mode(FOCUS_NONE);
rotate_90->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_90));
tool_hb2->add_child(rotate_90);
rotate_180 = memnew(ToolButton);
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rotate_180->set_toggle_mode(true);
rotate_180->set_tooltip(TTR("Rotate 180 degrees"));
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rotate_180->set_focus_mode(FOCUS_NONE);
rotate_180->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_180));
tool_hb2->add_child(rotate_180);
rotate_270 = memnew(ToolButton);
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rotate_270->set_toggle_mode(true);
rotate_270->set_tooltip(TTR("Rotate 270 degrees"));
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rotate_270->set_focus_mode(FOCUS_NONE);
rotate_270->connect("pressed", this, "_update_transform_buttons", make_binds(rotate_270));
tool_hb2->add_child(rotate_270);
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rotate_0->set_pressed(true);
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}
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TileMapEditor::~TileMapEditor() {
_clear_bucket_cache();
}
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////
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void TileMapEditorPlugin::edit(Object *p_object) {
tile_map_editor->edit(Object::cast_to<Node>(p_object));
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}
bool TileMapEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("TileMap");
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}
void TileMapEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
tile_map_editor->show();
tile_map_editor->get_toolbar()->show();
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} else {
tile_map_editor->hide();
tile_map_editor->get_toolbar()->hide();
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tile_map_editor->edit(NULL);
}
}
TileMapEditorPlugin::TileMapEditorPlugin(EditorNode *p_node) {
EDITOR_DEF("editors/tile_map/preview_size", 64);
EDITOR_DEF("editors/tile_map/palette_item_hseparation", 8);
EDITOR_DEF("editors/tile_map/show_tile_names", true);
EDITOR_DEF("editors/tile_map/show_tile_ids", false);
EDITOR_DEF("editors/tile_map/sort_tiles_by_name", true);
EDITOR_DEF("editors/tile_map/bucket_fill_preview", true);
EDITOR_DEF("editors/tile_map/show_tile_info_on_hover", true);
tile_map_editor = memnew(TileMapEditor(p_node));
add_control_to_container(CONTAINER_CANVAS_EDITOR_SIDE, tile_map_editor);
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tile_map_editor->hide();
tile_map_editor->set_process(true);
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}
TileMapEditorPlugin::~TileMapEditorPlugin() {
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}