godot/tools/editor/plugins/tile_set_editor_plugin.cpp

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/*************************************************************************/
/* tile_set_editor_plugin.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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. */
/*************************************************************************/
#include "tile_set_editor_plugin.h"
#include "scene/2d/sprite.h"
#include "scene/2d/physics_body_2d.h"
void TileSetEditor::edit(const Ref<TileSet>& p_tileset) {
tileset=p_tileset;
}
void TileSetEditor::_import_scene(Node *scene, Ref<TileSet> p_library, bool p_merge) {
if (!p_merge)
p_library->clear();
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for(int i=0;i<scene->get_child_count();i++) {
Node *child = scene->get_child(i);
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Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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if (!child->cast_to<Sprite>()) {
if (child->get_child_count()>0) {
child=child->get_child(0);
if (!child->cast_to<Sprite>()) {
continue;
}
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} else
continue;
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}
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Sprite *mi = child->cast_to<Sprite>();
Ref<Texture> texture=mi->get_texture();
Ref<CanvasItemMaterial> material=mi->get_material();
if (texture.is_null())
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continue;
int id = p_library->find_tile_by_name(mi->get_name());
if (id<0) {
id=p_library->get_last_unused_tile_id();
p_library->create_tile(id);
p_library->tile_set_name(id,mi->get_name());
}
p_library->tile_set_texture(id,texture);
p_library->tile_set_material(id,material);
Vector2 phys_offset;
Size2 s;
if (mi->is_region()) {
s=mi->get_region_rect().size;
p_library->tile_set_region(id,mi->get_region_rect());
} else {
const int frame = mi->get_frame();
const int hframes = mi->get_hframes();
s=texture->get_size()/Size2(hframes,mi->get_vframes());
p_library->tile_set_region(id,Rect2(Vector2(frame%hframes,frame/hframes)*s,s));
}
if (mi->is_centered()) {
phys_offset+=-s/2;
}
Vector<Ref<Shape2D> >collisions;
Ref<NavigationPolygon> nav_poly;
Ref<OccluderPolygon2D> occluder;
for(int j=0;j<mi->get_child_count();j++) {
Node *child2 = mi->get_child(j);
if (child2->cast_to<NavigationPolygonInstance>())
nav_poly=child2->cast_to<NavigationPolygonInstance>()->get_navigation_polygon();
if (child2->cast_to<LightOccluder2D>())
occluder=child2->cast_to<LightOccluder2D>()->get_occluder_polygon();
if (!child2->cast_to<StaticBody2D>())
continue;
StaticBody2D *sb = child2->cast_to<StaticBody2D>();
int shape_count = sb->get_shape_count();
if (shape_count==0)
continue;
for (int shape_index=0; shape_index<shape_count; ++shape_index)
{
Ref<Shape2D> collision=sb->get_shape(shape_index);
if (collision.is_valid()) {
collisions.push_back(collision);
}
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}
}
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if (collisions.size()) {
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p_library->tile_set_shapes(id,collisions);
p_library->tile_set_shape_offset(id,-phys_offset);
} else {
p_library->tile_set_shape_offset(id,Vector2());
}
p_library->tile_set_texture_offset(id,mi->get_offset());
p_library->tile_set_navigation_polygon(id,nav_poly);
p_library->tile_set_light_occluder(id,occluder);
p_library->tile_set_occluder_offset(id,-phys_offset);
p_library->tile_set_navigation_polygon_offset(id,-phys_offset);
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}
}
void TileSetEditor::_menu_confirm() {
switch(option) {
case MENU_OPTION_MERGE_FROM_SCENE:
case MENU_OPTION_CREATE_FROM_SCENE: {
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EditorNode *en = editor;
Node * scene = en->get_edited_scene();
if (!scene)
break;
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_import_scene(scene,tileset,option==MENU_OPTION_MERGE_FROM_SCENE);
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} break;
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}
}
void TileSetEditor::_name_dialog_confirm(const String& name) {
switch (option) {
case MENU_OPTION_REMOVE_ITEM: {
int id=tileset->find_tile_by_name(name);
if (id<0 && name.is_valid_integer())
id=name.to_int();
if (tileset->has_tile(id)) {
tileset->remove_tile(id);
} else {
err_dialog->set_text(TTR("Could not find tile:")+" " + name);
err_dialog->popup_centered(Size2(300, 60));
}
} break;
}
}
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void TileSetEditor::_menu_cbk(int p_option) {
option=p_option;
switch(p_option) {
case MENU_OPTION_ADD_ITEM: {
tileset->create_tile(tileset->get_last_unused_tile_id());
} break;
case MENU_OPTION_REMOVE_ITEM: {
nd->set_title(TTR("Remove Item"));
nd->set_text(TTR("Item name or ID:"));
nd->popup_centered(Size2(300, 95));
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} break;
case MENU_OPTION_CREATE_FROM_SCENE: {
cd->set_text(TTR("Create from scene?"));
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cd->popup_centered(Size2(300,60));
} break;
case MENU_OPTION_MERGE_FROM_SCENE: {
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cd->set_text(TTR("Merge from scene?"));
cd->popup_centered(Size2(300,60));
} break;
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}
}
Error TileSetEditor::update_library_file(Node *p_base_scene, Ref<TileSet> ml,bool p_merge) {
_import_scene(p_base_scene,ml,p_merge);
return OK;
}
void TileSetEditor::_bind_methods() {
ClassDB::bind_method("_menu_cbk",&TileSetEditor::_menu_cbk);
ClassDB::bind_method("_menu_confirm",&TileSetEditor::_menu_confirm);
ClassDB::bind_method("_name_dialog_confirm",&TileSetEditor::_name_dialog_confirm);
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}
TileSetEditor::TileSetEditor(EditorNode *p_editor) {
Panel *panel = memnew( Panel );
panel->set_area_as_parent_rect();
add_child(panel);
MenuButton * options = memnew( MenuButton );
panel->add_child(options);
options->set_pos(Point2(1,1));
options->set_text("Theme");
options->get_popup()->add_item(TTR("Add Item"),MENU_OPTION_ADD_ITEM);
options->get_popup()->add_item(TTR("Remove Item"),MENU_OPTION_REMOVE_ITEM);
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options->get_popup()->add_separator();
options->get_popup()->add_item(TTR("Create from Scene"),MENU_OPTION_CREATE_FROM_SCENE);
options->get_popup()->add_item(TTR("Merge from Scene"),MENU_OPTION_MERGE_FROM_SCENE);
options->get_popup()->connect("id_pressed", this,"_menu_cbk");
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editor=p_editor;
cd = memnew(ConfirmationDialog);
add_child(cd);
cd->get_ok()->connect("pressed", this,"_menu_confirm");
nd = memnew(EditorNameDialog);
add_child(nd);
nd->set_hide_on_ok(true);
nd->get_line_edit()->set_margin(MARGIN_TOP,28);
nd->connect("name_confirmed", this,"_name_dialog_confirm");
err_dialog = memnew(AcceptDialog);
add_child(err_dialog);
err_dialog->set_title(TTR("Error"));
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}
void TileSetEditorPlugin::edit(Object *p_node) {
if (p_node && p_node->cast_to<TileSet>()) {
tileset_editor->edit( p_node->cast_to<TileSet>() );
tileset_editor->show();
} else
tileset_editor->hide();
}
bool TileSetEditorPlugin::handles(Object *p_node) const{
return p_node->is_class("TileSet");
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}
void TileSetEditorPlugin::make_visible(bool p_visible){
if (p_visible)
tileset_editor->show();
else
tileset_editor->hide();
}
TileSetEditorPlugin::TileSetEditorPlugin(EditorNode *p_node) {
tileset_editor = memnew( TileSetEditor(p_node) );
p_node->get_viewport()->add_child(tileset_editor);
tileset_editor->set_area_as_parent_rect();
tileset_editor->set_anchor( MARGIN_RIGHT, Control::ANCHOR_END );
tileset_editor->set_anchor( MARGIN_BOTTOM, Control::ANCHOR_BEGIN );
tileset_editor->set_end( Point2(0,22) );
tileset_editor->hide();
}