/*************************************************************************/ /* collision_shape_2d_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 COLLISION_SHAPE_2D_EDITOR_PLUGIN_H #define COLLISION_SHAPE_2D_EDITOR_PLUGIN_H #include "core/os/input.h" #include "core/os/keyboard.h" #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/2d/collision_shape_2d.h" class CanvasItemEditor; class CollisionShape2DEditor : public Control { GDCLASS(CollisionShape2DEditor, Control); enum ShapeType { CAPSULE_SHAPE, CIRCLE_SHAPE, CONCAVE_POLYGON_SHAPE, CONVEX_POLYGON_SHAPE, LINE_SHAPE, RAY_SHAPE, RECTANGLE_SHAPE, SEGMENT_SHAPE }; const Point2 RECT_HANDLES[8] = { Point2(1, 0), Point2(1, 1), Point2(0, 1), Point2(-1, 1), Point2(-1, 0), Point2(-1, -1), Point2(0, -1), Point2(1, -1), }; EditorNode *editor; UndoRedo *undo_redo; CanvasItemEditor *canvas_item_editor; CollisionShape2D *node; Vector handles; int shape_type; int edit_handle; bool pressed; Variant original; Transform2D original_transform; Point2 last_point; Variant get_handle_value(int idx) const; void set_handle(int idx, Point2 &p_point); void commit_handle(int idx, Variant &p_org); void _get_current_shape_type(); protected: void _notification(int p_what); void _node_removed(Node *p_node); static void _bind_methods(); public: bool forward_canvas_gui_input(const Ref &p_event); void forward_canvas_draw_over_viewport(Control *p_overlay); void edit(Node *p_node); CollisionShape2DEditor(EditorNode *p_editor); }; class CollisionShape2DEditorPlugin : public EditorPlugin { GDCLASS(CollisionShape2DEditorPlugin, EditorPlugin); CollisionShape2DEditor *collision_shape_2d_editor; EditorNode *editor; public: virtual bool forward_canvas_gui_input(const Ref &p_event) { return collision_shape_2d_editor->forward_canvas_gui_input(p_event); } virtual void forward_canvas_draw_over_viewport(Control *p_overlay) { collision_shape_2d_editor->forward_canvas_draw_over_viewport(p_overlay); } virtual String get_name() const { return "CollisionShape2D"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_obj); virtual bool handles(Object *p_obj) const; virtual void make_visible(bool visible); CollisionShape2DEditorPlugin(EditorNode *p_editor); ~CollisionShape2DEditorPlugin(); }; #endif //COLLISION_SHAPE_2D_EDITOR_PLUGIN_H