/**************************************************************************/ /* sprite_2d_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "sprite_2d_editor_plugin.h" #include "canvas_item_editor_plugin.h" #include "core/math/geometry_2d.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_undo_redo_manager.h" #include "editor/gui/editor_zoom_widget.h" #include "editor/scene_tree_dock.h" #include "editor/themes/editor_scale.h" #include "scene/2d/light_occluder_2d.h" #include "scene/2d/mesh_instance_2d.h" #include "scene/2d/physics/collision_polygon_2d.h" #include "scene/2d/polygon_2d.h" #include "scene/gui/box_container.h" #include "scene/gui/menu_button.h" #include "scene/gui/panel.h" #include "scene/gui/view_panner.h" #include "thirdparty/misc/clipper.hpp" void Sprite2DEditor::_node_removed(Node *p_node) { if (p_node == node) { node = nullptr; options->hide(); } } void Sprite2DEditor::edit(Sprite2D *p_sprite) { node = p_sprite; } #define PRECISION 10.0 Vector expand(const Vector &points, const Rect2i &rect, float epsilon = 2.0) { int size = points.size(); ERR_FAIL_COND_V(size < 2, Vector()); ClipperLib::Path subj; ClipperLib::PolyTree solution; ClipperLib::PolyTree out; for (int i = 0; i < points.size(); i++) { subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION); } ClipperLib::ClipperOffset co; co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon); co.Execute(solution, epsilon * PRECISION); ClipperLib::PolyNode *p = solution.GetFirst(); ERR_FAIL_NULL_V(p, points); while (p->IsHole()) { p = p->GetNext(); } //turn the result into simply polygon (AKA, fix overlap) //clamp into the specified rect ClipperLib::Clipper cl; cl.StrictlySimple(true); cl.AddPath(p->Contour, ClipperLib::ptSubject, true); //create the clipping rect ClipperLib::Path clamp; clamp.push_back(ClipperLib::IntPoint(0, 0)); clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0)); clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION)); clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION)); cl.AddPath(clamp, ClipperLib::ptClip, true); cl.Execute(ClipperLib::ctIntersection, out); Vector outPoints; ClipperLib::PolyNode *p2 = out.GetFirst(); ERR_FAIL_NULL_V(p2, points); while (p2->IsHole()) { p2 = p2->GetNext(); } int lasti = p2->Contour.size() - 1; Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION); for (uint64_t i = 0; i < p2->Contour.size(); i++) { Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION); if (cur.distance_to(prev) > 0.5) { outPoints.push_back(cur); prev = cur; } } return outPoints; } void Sprite2DEditor::_menu_option(int p_option) { if (!node) { return; } selected_menu_item = (Menu)p_option; switch (p_option) { case MENU_OPTION_CONVERT_TO_MESH_2D: { debug_uv_dialog->set_ok_button_text(TTR("Create MeshInstance2D")); debug_uv_dialog->set_title(TTR("MeshInstance2D Preview")); _popup_debug_uv_dialog(); } break; case MENU_OPTION_CONVERT_TO_POLYGON_2D: { debug_uv_dialog->set_ok_button_text(TTR("Create Polygon2D")); debug_uv_dialog->set_title(TTR("Polygon2D Preview")); _popup_debug_uv_dialog(); } break; case MENU_OPTION_CREATE_COLLISION_POLY_2D: { debug_uv_dialog->set_ok_button_text(TTR("Create CollisionPolygon2D")); debug_uv_dialog->set_title(TTR("CollisionPolygon2D Preview")); _popup_debug_uv_dialog(); } break; case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: { debug_uv_dialog->set_ok_button_text(TTR("Create LightOccluder2D")); debug_uv_dialog->set_title(TTR("LightOccluder2D Preview")); _popup_debug_uv_dialog(); } break; } } void Sprite2DEditor::_popup_debug_uv_dialog() { String error_message; if (node->get_owner() != get_tree()->get_edited_scene_root()) { error_message = TTR("Can't convert a sprite from a foreign scene."); } Ref texture = node->get_texture(); if (texture.is_null()) { error_message = TTR("Can't convert an empty sprite to mesh."); } if (!error_message.is_empty()) { err_dialog->set_text(error_message); err_dialog->popup_centered(); return; } _update_mesh_data(); debug_uv_dialog->popup_centered(); get_tree()->connect("process_frame", callable_mp(this, &Sprite2DEditor::_center_view), CONNECT_ONE_SHOT); debug_uv->set_texture_filter(node->get_texture_filter_in_tree()); debug_uv->queue_redraw(); } void Sprite2DEditor::_update_mesh_data() { ERR_FAIL_NULL(node); Ref texture = node->get_texture(); ERR_FAIL_COND(texture.is_null()); Ref image = texture->get_image(); ERR_FAIL_COND(image.is_null()); if (image->is_compressed()) { image->decompress(); } Rect2 rect = node->is_region_enabled() ? node->get_region_rect() : Rect2(Point2(), image->get_size()); rect.size /= Vector2(node->get_hframes(), node->get_vframes()); rect.position += node->get_frame_coords() * rect.size; Ref bm; bm.instantiate(); bm->create_from_image_alpha(image); int shrink = shrink_pixels->get_value(); if (shrink > 0) { bm->shrink_mask(shrink, rect); } int grow = grow_pixels->get_value(); if (grow > 0) { bm->grow_mask(grow, rect); } float epsilon = simplification->get_value(); Vector> lines = bm->clip_opaque_to_polygons(rect, epsilon); uv_lines.clear(); computed_vertices.clear(); computed_uv.clear(); computed_indices.clear(); Size2 img_size = image->get_size(); for (int i = 0; i < lines.size(); i++) { lines.write[i] = expand(lines[i], rect, epsilon); } if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) { for (int j = 0; j < lines.size(); j++) { int index_ofs = computed_vertices.size(); for (int i = 0; i < lines[j].size(); i++) { Vector2 vtx = lines[j][i]; computed_uv.push_back((vtx + rect.position) / img_size); if (node->is_flipped_h()) { vtx.x = rect.size.x - vtx.x; } if (node->is_flipped_v()) { vtx.y = rect.size.y - vtx.y; } vtx += node->get_offset(); if (node->is_centered()) { vtx -= rect.size / 2.0; } computed_vertices.push_back(vtx); } Vector poly = Geometry2D::triangulate_polygon(lines[j]); for (int i = 0; i < poly.size(); i += 3) { for (int k = 0; k < 3; k++) { int idx = i + k; int idxn = i + (k + 1) % 3; uv_lines.push_back(lines[j][poly[idx]] + rect.position); uv_lines.push_back(lines[j][poly[idxn]] + rect.position); computed_indices.push_back(poly[idx] + index_ofs); } } } } outline_lines.clear(); computed_outline_lines.clear(); if (selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) { outline_lines.resize(lines.size()); computed_outline_lines.resize(lines.size()); for (int pi = 0; pi < lines.size(); pi++) { Vector ol; Vector col; ol.resize(lines[pi].size()); col.resize(lines[pi].size()); for (int i = 0; i < lines[pi].size(); i++) { Vector2 vtx = lines[pi][i]; ol.write[i] = vtx + rect.position; if (node->is_flipped_h()) { vtx.x = rect.size.x - vtx.x; } if (node->is_flipped_v()) { vtx.y = rect.size.y - vtx.y; } // Don't bake offset to Polygon2D which has offset property. if (selected_menu_item != MENU_OPTION_CONVERT_TO_POLYGON_2D) { vtx += node->get_offset(); } if (node->is_centered()) { vtx -= rect.size / 2.0; } col.write[i] = vtx; } outline_lines.write[pi] = ol; computed_outline_lines.write[pi] = col; } } debug_uv->queue_redraw(); } void Sprite2DEditor::_create_node() { switch (selected_menu_item) { case MENU_OPTION_CONVERT_TO_MESH_2D: { _convert_to_mesh_2d_node(); } break; case MENU_OPTION_CONVERT_TO_POLYGON_2D: { _convert_to_polygon_2d_node(); } break; case MENU_OPTION_CREATE_COLLISION_POLY_2D: { _create_collision_polygon_2d_node(); } break; case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: { _create_light_occluder_2d_node(); } break; } } void Sprite2DEditor::_convert_to_mesh_2d_node() { if (computed_vertices.size() < 3) { err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh.")); err_dialog->popup_centered(); return; } Ref mesh; mesh.instantiate(); Array a; a.resize(Mesh::ARRAY_MAX); a[Mesh::ARRAY_VERTEX] = computed_vertices; a[Mesh::ARRAY_TEX_UV] = computed_uv; a[Mesh::ARRAY_INDEX] = computed_indices; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Dictionary(), Mesh::ARRAY_FLAG_USE_2D_VERTICES); MeshInstance2D *mesh_instance = memnew(MeshInstance2D); mesh_instance->set_mesh(mesh); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Convert to MeshInstance2D"), UndoRedo::MERGE_DISABLE, node); SceneTreeDock::get_singleton()->replace_node(node, mesh_instance); ur->commit_action(false); } void Sprite2DEditor::_convert_to_polygon_2d_node() { if (computed_outline_lines.is_empty()) { err_dialog->set_text(TTR("Invalid geometry, can't create polygon.")); err_dialog->popup_centered(); return; } Polygon2D *polygon_2d_instance = memnew(Polygon2D); int total_point_count = 0; for (int i = 0; i < computed_outline_lines.size(); i++) { total_point_count += computed_outline_lines[i].size(); } PackedVector2Array polygon; polygon.resize(total_point_count); Vector2 *polygon_write = polygon.ptrw(); PackedVector2Array uvs; uvs.resize(total_point_count); Vector2 *uvs_write = uvs.ptrw(); int current_point_index = 0; Array polys; polys.resize(computed_outline_lines.size()); for (int i = 0; i < computed_outline_lines.size(); i++) { Vector outline = computed_outline_lines[i]; Vector uv_outline = outline_lines[i]; PackedInt32Array pia; pia.resize(outline.size()); int *pia_write = pia.ptrw(); for (int pi = 0; pi < outline.size(); pi++) { polygon_write[current_point_index] = outline[pi]; uvs_write[current_point_index] = uv_outline[pi]; pia_write[pi] = current_point_index; current_point_index++; } polys[i] = pia; } polygon_2d_instance->set_uv(uvs); polygon_2d_instance->set_polygon(polygon); polygon_2d_instance->set_polygons(polys); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Convert to Polygon2D"), UndoRedo::MERGE_DISABLE, node); SceneTreeDock::get_singleton()->replace_node(node, polygon_2d_instance); ur->commit_action(false); } void Sprite2DEditor::_create_collision_polygon_2d_node() { if (computed_outline_lines.is_empty()) { err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon.")); err_dialog->popup_centered(); return; } for (int i = 0; i < computed_outline_lines.size(); i++) { Vector outline = computed_outline_lines[i]; CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D); collision_polygon_2d_instance->set_polygon(outline); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Create CollisionPolygon2D Sibling")); ur->add_do_method(this, "_add_as_sibling_or_child", node, collision_polygon_2d_instance); ur->add_do_reference(collision_polygon_2d_instance); ur->add_undo_method(node != get_tree()->get_edited_scene_root() ? node->get_parent() : get_tree()->get_edited_scene_root(), "remove_child", collision_polygon_2d_instance); ur->commit_action(); } } void Sprite2DEditor::_create_light_occluder_2d_node() { if (computed_outline_lines.is_empty()) { err_dialog->set_text(TTR("Invalid geometry, can't create light occluder.")); err_dialog->popup_centered(); return; } for (int i = 0; i < computed_outline_lines.size(); i++) { Vector outline = computed_outline_lines[i]; Ref polygon; polygon.instantiate(); PackedVector2Array a; a.resize(outline.size()); Vector2 *aw = a.ptrw(); for (int io = 0; io < outline.size(); io++) { aw[io] = outline[io]; } polygon->set_polygon(a); LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D); light_occluder_2d_instance->set_occluder_polygon(polygon); EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton(); ur->create_action(TTR("Create LightOccluder2D Sibling")); ur->add_do_method(this, "_add_as_sibling_or_child", node, light_occluder_2d_instance); ur->add_do_reference(light_occluder_2d_instance); ur->add_undo_method(node != get_tree()->get_edited_scene_root() ? node->get_parent() : get_tree()->get_edited_scene_root(), "remove_child", light_occluder_2d_instance); ur->commit_action(); } } void Sprite2DEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) { // Can't make sibling if own node is scene root if (p_own_node != get_tree()->get_edited_scene_root()) { p_own_node->get_parent()->add_child(p_new_node, true); Object::cast_to(p_new_node)->set_transform(Object::cast_to(p_own_node)->get_transform()); } else { p_own_node->add_child(p_new_node, true); } p_new_node->set_owner(get_tree()->get_edited_scene_root()); } void Sprite2DEditor::_debug_uv_input(const Ref &p_input) { if (panner->gui_input(p_input)) { accept_event(); } } void Sprite2DEditor::_debug_uv_draw() { debug_uv->draw_set_transform(-draw_offset * draw_zoom, 0, Vector2(draw_zoom, draw_zoom)); Ref tex = node->get_texture(); ERR_FAIL_COND(!tex.is_valid()); debug_uv->draw_texture(tex, Point2()); Color color = Color(1.0, 0.8, 0.7); if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) { debug_uv->draw_multiline(uv_lines, color); } else if ((selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) && outline_lines.size() > 0) { for (int i = 0; i < outline_lines.size(); i++) { Vector outline = outline_lines[i]; debug_uv->draw_polyline(outline, color); debug_uv->draw_line(outline[0], outline[outline.size() - 1], color); } } } void Sprite2DEditor::_center_view() { Ref tex = node->get_texture(); ERR_FAIL_COND(!tex.is_valid()); Vector2 zoom_factor = (debug_uv->get_size() - Vector2(1, 1) * 50 * EDSCALE) / tex->get_size(); zoom_widget->set_zoom(MIN(zoom_factor.x, zoom_factor.y)); // Recalculate scroll limits. _update_zoom_and_pan(false); Vector2 offset = (tex->get_size() - debug_uv->get_size() / zoom_widget->get_zoom()) / 2; h_scroll->set_value_no_signal(offset.x); v_scroll->set_value_no_signal(offset.y); _update_zoom_and_pan(false); } void Sprite2DEditor::_pan_callback(Vector2 p_scroll_vec, Ref p_event) { h_scroll->set_value_no_signal(h_scroll->get_value() - p_scroll_vec.x / draw_zoom); v_scroll->set_value_no_signal(v_scroll->get_value() - p_scroll_vec.y / draw_zoom); _update_zoom_and_pan(false); } void Sprite2DEditor::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref p_event) { const real_t prev_zoom = draw_zoom; zoom_widget->set_zoom(draw_zoom * p_zoom_factor); draw_offset += p_origin / prev_zoom - p_origin / zoom_widget->get_zoom(); h_scroll->set_value_no_signal(draw_offset.x); v_scroll->set_value_no_signal(draw_offset.y); _update_zoom_and_pan(false); } void Sprite2DEditor::_update_zoom_and_pan(bool p_zoom_at_center) { real_t previous_zoom = draw_zoom; draw_zoom = zoom_widget->get_zoom(); draw_offset = Vector2(h_scroll->get_value(), v_scroll->get_value()); if (p_zoom_at_center) { Vector2 center = debug_uv->get_size() / 2; draw_offset += center / previous_zoom - center / draw_zoom; } Ref tex = node->get_texture(); ERR_FAIL_COND(!tex.is_valid()); Point2 min_corner; Point2 max_corner = tex->get_size(); Size2 page_size = debug_uv->get_size() / draw_zoom; Vector2 margin = Vector2(50, 50) * EDSCALE / draw_zoom; min_corner -= page_size - margin; max_corner += page_size - margin; h_scroll->set_block_signals(true); h_scroll->set_min(min_corner.x); h_scroll->set_max(max_corner.x); h_scroll->set_page(page_size.x); h_scroll->set_value(draw_offset.x); h_scroll->set_block_signals(false); v_scroll->set_block_signals(true); v_scroll->set_min(min_corner.y); v_scroll->set_max(max_corner.y); v_scroll->set_page(page_size.y); v_scroll->set_value(draw_offset.y); v_scroll->set_block_signals(false); debug_uv->queue_redraw(); } void Sprite2DEditor::_notification(int p_what) { switch (p_what) { case NOTIFICATION_READY: { v_scroll->set_anchors_and_offsets_preset(Control::PRESET_RIGHT_WIDE); h_scroll->set_anchors_and_offsets_preset(Control::PRESET_BOTTOM_WIDE); // Avoid scrollbar overlapping. Size2 hmin = h_scroll->get_combined_minimum_size(); Size2 vmin = v_scroll->get_combined_minimum_size(); h_scroll->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, -vmin.width); v_scroll->set_anchor_and_offset(SIDE_BOTTOM, ANCHOR_END, -hmin.height); [[fallthrough]]; } case EditorSettings::NOTIFICATION_EDITOR_SETTINGS_CHANGED: { panner->setup((ViewPanner::ControlScheme)EDITOR_GET("editors/panning/sub_editors_panning_scheme").operator int(), ED_GET_SHORTCUT("canvas_item_editor/pan_view"), bool(EDITOR_GET("editors/panning/simple_panning"))); } break; case NOTIFICATION_ENTER_TREE: case NOTIFICATION_THEME_CHANGED: { options->set_icon(get_editor_theme_icon(SNAME("Sprite2D"))); options->get_popup()->set_item_icon(MENU_OPTION_CONVERT_TO_MESH_2D, get_editor_theme_icon(SNAME("MeshInstance2D"))); options->get_popup()->set_item_icon(MENU_OPTION_CONVERT_TO_POLYGON_2D, get_editor_theme_icon(SNAME("Polygon2D"))); options->get_popup()->set_item_icon(MENU_OPTION_CREATE_COLLISION_POLY_2D, get_editor_theme_icon(SNAME("CollisionPolygon2D"))); options->get_popup()->set_item_icon(MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D, get_editor_theme_icon(SNAME("LightOccluder2D"))); } break; } } void Sprite2DEditor::_bind_methods() { ClassDB::bind_method("_add_as_sibling_or_child", &Sprite2DEditor::_add_as_sibling_or_child); } Sprite2DEditor::Sprite2DEditor() { options = memnew(MenuButton); CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options); options->set_text(TTR("Sprite2D")); options->get_popup()->add_item(TTR("Convert to MeshInstance2D"), MENU_OPTION_CONVERT_TO_MESH_2D); options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D); options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D); options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D); options->set_switch_on_hover(true); options->get_popup()->connect("id_pressed", callable_mp(this, &Sprite2DEditor::_menu_option)); err_dialog = memnew(AcceptDialog); add_child(err_dialog); debug_uv_dialog = memnew(ConfirmationDialog); VBoxContainer *vb = memnew(VBoxContainer); debug_uv_dialog->add_child(vb); debug_uv = memnew(Panel); debug_uv->connect("gui_input", callable_mp(this, &Sprite2DEditor::_debug_uv_input)); debug_uv->connect("draw", callable_mp(this, &Sprite2DEditor::_debug_uv_draw)); debug_uv->set_custom_minimum_size(Size2(800, 500) * EDSCALE); debug_uv->set_clip_contents(true); vb->add_margin_child(TTR("Preview:"), debug_uv, true); panner.instantiate(); panner->set_callbacks(callable_mp(this, &Sprite2DEditor::_pan_callback), callable_mp(this, &Sprite2DEditor::_zoom_callback)); zoom_widget = memnew(EditorZoomWidget); debug_uv->add_child(zoom_widget); zoom_widget->set_anchors_and_offsets_preset(Control::PRESET_TOP_LEFT, Control::PRESET_MODE_MINSIZE, 2 * EDSCALE); zoom_widget->connect("zoom_changed", callable_mp(this, &Sprite2DEditor::_update_zoom_and_pan).unbind(1).bind(true)); zoom_widget->set_shortcut_context(nullptr); v_scroll = memnew(VScrollBar); debug_uv->add_child(v_scroll); v_scroll->connect("value_changed", callable_mp(this, &Sprite2DEditor::_update_zoom_and_pan).unbind(1).bind(false)); h_scroll = memnew(HScrollBar); debug_uv->add_child(h_scroll); h_scroll->connect("value_changed", callable_mp(this, &Sprite2DEditor::_update_zoom_and_pan).unbind(1).bind(false)); debug_uv_dialog->connect("confirmed", callable_mp(this, &Sprite2DEditor::_create_node)); HBoxContainer *hb = memnew(HBoxContainer); hb->add_child(memnew(Label(TTR("Simplification:")))); simplification = memnew(SpinBox); simplification->set_min(0.01); simplification->set_max(10.00); simplification->set_step(0.01); simplification->set_value(2); hb->add_child(simplification); hb->add_spacer(); hb->add_child(memnew(Label(TTR("Shrink (Pixels):")))); shrink_pixels = memnew(SpinBox); shrink_pixels->set_min(0); shrink_pixels->set_max(10); shrink_pixels->set_step(1); shrink_pixels->set_value(0); hb->add_child(shrink_pixels); hb->add_spacer(); hb->add_child(memnew(Label(TTR("Grow (Pixels):")))); grow_pixels = memnew(SpinBox); grow_pixels->set_min(0); grow_pixels->set_max(10); grow_pixels->set_step(1); grow_pixels->set_value(2); hb->add_child(grow_pixels); hb->add_spacer(); update_preview = memnew(Button); update_preview->set_text(TTR("Update Preview")); update_preview->connect("pressed", callable_mp(this, &Sprite2DEditor::_update_mesh_data)); hb->add_child(update_preview); vb->add_margin_child(TTR("Settings:"), hb); add_child(debug_uv_dialog); } void Sprite2DEditorPlugin::edit(Object *p_object) { sprite_editor->edit(Object::cast_to(p_object)); } bool Sprite2DEditorPlugin::handles(Object *p_object) const { return p_object->is_class("Sprite2D"); } void Sprite2DEditorPlugin::make_visible(bool p_visible) { if (p_visible) { sprite_editor->options->show(); } else { sprite_editor->options->hide(); sprite_editor->edit(nullptr); } } Sprite2DEditorPlugin::Sprite2DEditorPlugin() { sprite_editor = memnew(Sprite2DEditor); EditorNode::get_singleton()->get_main_screen_control()->add_child(sprite_editor); make_visible(false); //sprite_editor->options->hide(); } Sprite2DEditorPlugin::~Sprite2DEditorPlugin() { }