/**************************************************************************/ /* texture_region_editor_plugin.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #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/dialogs.h" #include "scene/gui/nine_patch_rect.h" #include "scene/resources/style_box_texture.h" class AtlasTexture; class OptionButton; class PanelContainer; class ViewPanner; 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; PanelContainer *texture_preview = nullptr; Panel *texture_overlay = nullptr; VScrollBar *vscroll = nullptr; HScrollBar *hscroll = nullptr; Vector2 draw_ofs; float draw_zoom = 1.0; float min_draw_zoom = 1.0; float max_draw_zoom = 1.0; bool updating_scroll = false; SnapMode snap_mode = SNAP_NONE; Vector2 snap_offset; Vector2 snap_step; Vector2 snap_separation; Sprite2D *node_sprite_2d = nullptr; Sprite3D *node_sprite_3d = nullptr; NinePatchRect *node_ninepatch = nullptr; Ref res_stylebox; Ref res_atlas_texture; Rect2 rect; Rect2 rect_prev; float prev_margin = 0.0f; int edited_margin = -1; HashMap> cache_map; List autoslice_cache; bool autoslice_is_dirty = true; bool drag = false; bool creating = false; Vector2 drag_from; int drag_index = -1; bool request_center = false; Ref panner; void _pan_callback(Vector2 p_scroll_vec, Ref p_event); void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref p_event); void _scroll_changed(float); Transform2D _get_offset_transform() const; 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(); Ref _get_edited_object_texture() const; Rect2 _get_edited_object_region() const; void _texture_changed(); void _node_removed(Node *p_node); void _edit_region(); void _clear_edited_object(); void _draw_margin_line(Vector2 p_from, Vector2 p_to); protected: void _notification(int p_what); static void _bind_methods(); void _texture_preview_draw(); void _texture_overlay_draw(); void _texture_overlay_input(const Ref &p_input); Vector2 snap_point(Vector2 p_target) const; public: 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 BitField 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