godot/editor/plugins/skeleton_2d_editor_plugin.cpp

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#include "skeleton_2d_editor_plugin.h"
#include "canvas_item_editor_plugin.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/gui/box_container.h"
#include "thirdparty/misc/clipper.hpp"
void Skeleton2DEditor::_node_removed(Node *p_node) {
if (p_node == node) {
node = NULL;
options->hide();
}
}
void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
node = p_sprite;
}
void Skeleton2DEditor::_menu_option(int p_option) {
if (!node) {
return;
}
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switch (p_option) {
case MENU_OPTION_MAKE_REST: {
if (node->get_bone_count() == 0) {
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
err_dialog->popup_centered_minsize();
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action("Create Rest Pose from Bones");
for (int i = 0; i < node->get_bone_count(); i++) {
Bone2D *bone = node->get_bone(i);
ur->add_do_method(bone, "set_rest", bone->get_transform());
ur->add_undo_method(bone, "set_rest", bone->get_rest());
}
ur->commit_action();
} break;
case MENU_OPTION_SET_REST: {
if (node->get_bone_count() == 0) {
err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
err_dialog->popup_centered_minsize();
return;
}
UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
ur->create_action("Set Rest Pose to Bones");
for (int i = 0; i < node->get_bone_count(); i++) {
Bone2D *bone = node->get_bone(i);
ur->add_do_method(bone, "set_transform", bone->get_rest());
ur->add_undo_method(bone, "set_transform", bone->get_transform());
}
ur->commit_action();
} break;
}
}
void Skeleton2DEditor::_bind_methods() {
ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
}
Skeleton2DEditor::Skeleton2DEditor() {
options = memnew(MenuButton);
CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
options->set_text(TTR("Skeleton2D"));
options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
options->get_popup()->add_separator();
options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
options->get_popup()->connect("id_pressed", this, "_menu_option");
err_dialog = memnew(AcceptDialog);
add_child(err_dialog);
}
void Skeleton2DEditorPlugin::edit(Object *p_object) {
sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
}
bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
return p_object->is_class("Skeleton2D");
}
void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
if (p_visible) {
sprite_editor->options->show();
} else {
sprite_editor->options->hide();
sprite_editor->edit(NULL);
}
}
Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
editor = p_node;
sprite_editor = memnew(Skeleton2DEditor);
editor->get_viewport()->add_child(sprite_editor);
make_visible(false);
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//sprite_editor->options->hide();
}
Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
}