/*************************************************************************/ /* sprite_frames_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 SPRITE_FRAMES_EDITOR_PLUGIN_H #define SPRITE_FRAMES_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "scene/2d/animated_sprite_2d.h" #include "scene/gui/button.h" #include "scene/gui/check_button.h" #include "scene/gui/dialogs.h" #include "scene/gui/item_list.h" #include "scene/gui/scroll_container.h" #include "scene/gui/spin_box.h" #include "scene/gui/split_container.h" #include "scene/gui/texture_rect.h" #include "scene/gui/tree.h" class EditorNode; struct EditorProgress; class EditorFileDialog; class SpriteFramesEditor : public HSplitContainer { GDCLASS(SpriteFramesEditor, HSplitContainer); Button *load; Button *load_sheet; Button *_delete; Button *copy; Button *paste; Button *empty; Button *empty2; Button *move_up; Button *move_down; Button *zoom_out; Button *zoom_reset; Button *zoom_in; ItemList *tree; bool loading_scene; int sel; Button *new_anim; Button *remove_anim; Tree *animations; SpinBox *anim_speed; CheckButton *anim_loop; EditorFileDialog *file; AcceptDialog *dialog; SpriteFrames *frames; StringName edited_anim; ConfirmationDialog *delete_dialog; ConfirmationDialog *split_sheet_dialog; ScrollContainer *split_sheet_scroll; TextureRect *split_sheet_preview; SpinBox *split_sheet_h; SpinBox *split_sheet_v; Button *split_sheet_zoom_out; Button *split_sheet_zoom_reset; Button *split_sheet_zoom_in; EditorFileDialog *file_split_sheet; Set frames_selected; Set frames_toggled_by_mouse_hover; int last_frame_selected; float scale_ratio; int thumbnail_default_size; float thumbnail_zoom; float max_thumbnail_zoom; float min_thumbnail_zoom; float sheet_zoom; float max_sheet_zoom; float min_sheet_zoom; void _load_pressed(); void _file_load_request(const Vector &p_path, int p_at_pos = -1); void _copy_pressed(); void _paste_pressed(); void _empty_pressed(); void _empty2_pressed(); void _delete_pressed(); void _up_pressed(); void _down_pressed(); void _update_library(bool p_skip_selector = false); void _animation_select(); void _animation_name_edited(); void _animation_add(); void _animation_remove(); void _animation_remove_confirmed(); void _animation_loop_changed(); void _animation_fps_changed(double p_value); void _tree_input(const Ref &p_event); void _zoom_in(); void _zoom_out(); void _zoom_reset(); bool updating; UndoRedo *undo_redo; Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _open_sprite_sheet(); void _prepare_sprite_sheet(const String &p_file); int _sheet_preview_position_to_frame_index(const Vector2 &p_position); void _sheet_preview_draw(); void _sheet_spin_changed(double); void _sheet_preview_input(const Ref &p_event); void _sheet_scroll_input(const Ref &p_event); void _sheet_add_frames(); void _sheet_zoom_in(); void _sheet_zoom_out(); void _sheet_zoom_reset(); void _sheet_select_clear_all_frames(); protected: void _notification(int p_what); virtual void gui_input(const Ref &p_event) override; static void _bind_methods(); public: void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void edit(SpriteFrames *p_frames); SpriteFramesEditor(); }; class SpriteFramesEditorPlugin : public EditorPlugin { GDCLASS(SpriteFramesEditorPlugin, EditorPlugin); SpriteFramesEditor *frames_editor; EditorNode *editor; Button *button; public: virtual String get_name() const override { return "SpriteFrames"; } bool has_main_screen() const override { return false; } virtual void edit(Object *p_object) override; virtual bool handles(Object *p_object) const override; virtual void make_visible(bool p_visible) override; SpriteFramesEditorPlugin(EditorNode *p_node); ~SpriteFramesEditorPlugin(); }; #endif // SPRITE_FRAMES_EDITOR_PLUGIN_H