/*************************************************************************/ /* texture_region_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef TEXTURE_REGION_EDITOR_PLUGIN_H #define TEXTURE_REGION_EDITOR_PLUGIN_H #include "canvas_item_editor_plugin.h" #include "editor/editor_inspector.h" #include "editor/editor_plugin.h" #include "scene/2d/sprite_2d.h" #include "scene/3d/sprite_3d.h" #include "scene/gui/nine_patch_rect.h" #include "scene/resources/style_box.h" #include "scene/resources/texture.h" class ViewPanner; class OptionButton; class TextureRegionEditor : public AcceptDialog { GDCLASS(TextureRegionEditor, AcceptDialog); enum SnapMode { SNAP_NONE, SNAP_PIXEL, SNAP_GRID, SNAP_AUTOSLICE }; friend class TextureRegionEditorPlugin; OptionButton *snap_mode_button = nullptr; Button *zoom_in = nullptr; Button *zoom_reset = nullptr; Button *zoom_out = nullptr; HBoxContainer *hb_grid = nullptr; //For showing/hiding the grid controls when changing the SnapMode SpinBox *sb_step_y = nullptr; SpinBox *sb_step_x = nullptr; SpinBox *sb_off_y = nullptr; SpinBox *sb_off_x = nullptr; SpinBox *sb_sep_y = nullptr; SpinBox *sb_sep_x = nullptr; Panel *edit_draw = nullptr; VScrollBar *vscroll = nullptr; HScrollBar *hscroll = nullptr; Vector2 draw_ofs; float draw_zoom = 0.0; bool updating_scroll = false; int snap_mode = 0; Vector2 snap_offset; Vector2 snap_step; Vector2 snap_separation; Sprite2D *node_sprite_2d = nullptr; Sprite3D *node_sprite_3d = nullptr; NinePatchRect *node_ninepatch = nullptr; Ref obj_styleBox; Ref atlas_tex; Ref preview_tex; Rect2 rect; Rect2 rect_prev; float prev_margin = 0.0f; int edited_margin = 0; HashMap> cache_map; List autoslice_cache; bool autoslice_is_dirty = false; bool drag = false; bool creating = false; Vector2 drag_from; int drag_index = 0; bool request_center = false; Ref panner; void _scroll_callback(Vector2 p_scroll_vec, bool p_alt); void _pan_callback(Vector2 p_scroll_vec); void _zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt); void _set_snap_mode(int p_mode); void _set_snap_off_x(float p_val); void _set_snap_off_y(float p_val); void _set_snap_step_x(float p_val); void _set_snap_step_y(float p_val); void _set_snap_sep_x(float p_val); void _set_snap_sep_y(float p_val); void _zoom_on_position(float p_zoom, Point2 p_position = Point2()); void _zoom_in(); void _zoom_reset(); void _zoom_out(); void apply_rect(const Rect2 &p_rect); void _update_rect(); void _update_autoslice(); void _texture_changed(); protected: void _notification(int p_what); void _node_removed(Object *p_obj); static void _bind_methods(); Vector2 snap_point(Vector2 p_target) const; public: void _edit_region(); void _region_draw(); void _region_input(const Ref &p_input); void _scroll_changed(float); bool is_stylebox(); bool is_atlas_texture(); bool is_ninepatch(); Sprite2D *get_sprite_2d(); Sprite3D *get_sprite_3d(); void edit(Object *p_obj); TextureRegionEditor(); }; // class EditorInspectorPluginTextureRegion : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginTextureRegion, EditorInspectorPlugin); TextureRegionEditor *texture_region_editor = nullptr; void _region_edit(Object *p_object); public: virtual bool can_handle(Object *p_object) override; virtual bool parse_property(Object *p_object, const Variant::Type p_type, const String &p_path, const PropertyHint p_hint, const String &p_hint_text, const uint32_t p_usage, const bool p_wide) override; EditorInspectorPluginTextureRegion(); }; class TextureRegionEditorPlugin : public EditorPlugin { GDCLASS(TextureRegionEditorPlugin, EditorPlugin); public: virtual String get_name() const override { return "TextureRegion"; } TextureRegionEditorPlugin(); }; #endif // TEXTURE_REGION_EDITOR_PLUGIN_H