/*************************************************************************/ /* tile_set_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 TILE_SET_EDITOR_PLUGIN_H #define TILE_SET_EDITOR_PLUGIN_H #include "editor/editor_name_dialog.h" #include "editor/editor_node.h" #include "scene/2d/sprite.h" #include "scene/resources/convex_polygon_shape_2d.h" #include "scene/resources/tile_set.h" #define WORKSPACE_MARGIN Vector2(10, 10) class TilesetEditorContext; class TileSetEditor : public Panel { friend class TileSetEditorPlugin; friend class TilesetEditorContext; GDCLASS(TileSetEditor, Panel) enum TextureToolButtons { TOOL_TILESET_ADD_TEXTURE, TOOL_TILESET_REMOVE_TEXTURE, TOOL_TILESET_CREATE_SCENE, TOOL_TILESET_MERGE_SCENE, TOOL_TILESET_MAX }; enum WorkspaceMode { WORKSPACE_EDIT, WORKSPACE_CREATE_SINGLE, WORKSPACE_CREATE_AUTOTILE, WORKSPACE_CREATE_ATLAS, WORKSPACE_MODE_MAX }; enum EditMode { EDITMODE_REGION, EDITMODE_COLLISION, EDITMODE_OCCLUSION, EDITMODE_NAVIGATION, EDITMODE_BITMASK, EDITMODE_PRIORITY, EDITMODE_ICON, EDITMODE_MAX }; enum TileSetTools { TOOL_SELECT, BITMASK_COPY, BITMASK_PASTE, BITMASK_CLEAR, SHAPE_NEW_POLYGON, SHAPE_DELETE, SHAPE_KEEP_INSIDE_TILE, TOOL_GRID_SNAP, ZOOM_OUT, ZOOM_1, ZOOM_IN, VISIBLE_INFO, TOOL_MAX }; Ref tileset; TilesetEditorContext *helper; EditorNode *editor; ConfirmationDialog *cd; AcceptDialog *err_dialog; EditorFileDialog *texture_dialog; ItemList *texture_list; int option; ToolButton *tileset_toolbar_buttons[TOOL_TILESET_MAX]; MenuButton *tileset_toolbar_tools; Map > texture_map; bool creating_shape; int dragging_point; float tile_names_opacity; Vector2 region_from; Rect2 edited_region; bool draw_edited_region; Vector2 edited_shape_coord; PoolVector2Array current_shape; Map bitmask_map_copy; Vector2 snap_step; Vector2 snap_offset; Vector2 snap_separation; Ref edited_collision_shape; Ref edited_occlusion_shape; Ref edited_navigation_shape; int current_item_index; Sprite *preview; ScrollContainer *scroll; Control *workspace_container; bool draw_handles; Control *workspace_overlay; Control *workspace; Button *tool_workspacemode[WORKSPACE_MODE_MAX]; Button *tool_editmode[EDITMODE_MAX]; HBoxContainer *toolbar; ToolButton *tools[TOOL_MAX]; SpinBox *spin_priority; WorkspaceMode workspace_mode; EditMode edit_mode; int current_tile; void update_texture_list(); void update_texture_list_icon(); Ref get_current_texture(); static void _import_node(Node *p_node, Ref p_library); static void _import_scene(Node *p_scene, Ref p_library, bool p_merge); protected: static void _bind_methods(); void _notification(int p_what); public: void edit(const Ref &p_tileset); static Error update_library_file(Node *p_base_scene, Ref ml, bool p_merge = true); TileSetEditor(EditorNode *p_editor); ~TileSetEditor(); private: void _on_tileset_toolbar_button_pressed(int p_index); void _on_tileset_toolbar_confirm(); void _on_texture_list_selected(int p_index); void _on_textures_added(const PoolStringArray &p_paths); void _on_edit_mode_changed(int p_edit_mode); void _on_workspace_mode_changed(int p_workspace_mode); void _on_workspace_overlay_draw(); void _on_workspace_draw(); void _on_workspace_process(); void _on_workspace_input(const Ref &p_ie); void _on_tool_clicked(int p_tool); void _on_priority_changed(float val); void _on_grid_snap_toggled(bool p_val); void _set_snap_step(Vector2 p_val); void _set_snap_off(Vector2 p_val); void _set_snap_sep(Vector2 p_val); void draw_highlight_current_tile(); void draw_highlight_subtile(Vector2 coord, const Vector &other_highlighted = Vector()); void draw_tile_subdivision(int p_id, Color p_color) const; void draw_edited_region_subdivision() const; void draw_grid_snap(); void draw_polygon_shapes(); void close_shape(const Vector2 &shape_anchor); void select_coord(const Vector2 &coord); Vector2 snap_point(const Vector2 &point); void update_workspace_tile_mode(); void update_edited_region(const Vector2 &end_point); int get_current_tile() const; void set_current_tile(int p_id); }; class TilesetEditorContext : public Object { friend class TileSetEditor; GDCLASS(TilesetEditorContext, Object); Ref tileset; TileSetEditor *tileset_editor; bool snap_options_visible; public: void set_tileset(const Ref &p_tileset); private: void set_snap_options_visible(bool p_visible); protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; public: TilesetEditorContext(TileSetEditor *p_tileset_editor); }; class TileSetEditorPlugin : public EditorPlugin { GDCLASS(TileSetEditorPlugin, EditorPlugin); TileSetEditor *tileset_editor; Button *tileset_editor_button; EditorNode *editor; public: virtual String get_name() const { return "TileSet"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_node); virtual bool handles(Object *p_node) const; virtual void make_visible(bool p_visible); TileSetEditorPlugin(EditorNode *p_node); }; #endif // TILE_SET_EDITOR_PLUGIN_H