godot/editor/plugins/tile_map_editor_plugin.h

254 lines
7.6 KiB
C++

/*************************************************************************/
/* tile_map_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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_MAP_EDITOR_PLUGIN_H
#define TILE_MAP_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/tile_map.h"
#include "scene/gui/check_box.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/tool_button.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class TileMapEditor : public VBoxContainer {
GDCLASS(TileMapEditor, VBoxContainer);
enum Tool {
TOOL_NONE,
TOOL_PAINTING,
TOOL_ERASING,
TOOL_RECTANGLE_PAINT,
TOOL_RECTANGLE_ERASE,
TOOL_LINE_PAINT,
TOOL_LINE_ERASE,
TOOL_SELECTING,
TOOL_BUCKET,
TOOL_PICKING,
TOOL_PASTING
};
enum Options {
OPTION_COPY,
OPTION_ERASE_SELECTION,
OPTION_FIX_INVALID,
OPTION_CUT
};
TileMap *node;
bool manual_autotile;
Vector2 manual_position;
EditorNode *editor;
UndoRedo *undo_redo;
Control *canvas_item_editor_viewport;
LineEdit *search_box;
HSlider *size_slider;
ItemList *palette;
ItemList *manual_palette;
HBoxContainer *toolbar;
HBoxContainer *toolbar_right;
Label *tile_info;
MenuButton *options;
ToolButton *paint_button;
ToolButton *bucket_fill_button;
ToolButton *picker_button;
ToolButton *select_button;
ToolButton *flip_horizontal_button;
ToolButton *flip_vertical_button;
ToolButton *rotate_left_button;
ToolButton *rotate_right_button;
ToolButton *clear_transform_button;
CheckBox *manual_button;
Tool tool;
Tool last_tool;
bool selection_active;
bool mouse_over;
bool show_tile_info;
bool flip_h;
bool flip_v;
bool transpose;
Point2i autotile_coord;
Point2i rectangle_begin;
Rect2i rectangle;
Point2i over_tile;
bool *bucket_cache_visited;
Rect2i bucket_cache_rect;
int bucket_cache_tile;
PoolVector<Vector2> bucket_cache;
List<Point2i> bucket_queue;
struct CellOp {
int idx;
bool xf;
bool yf;
bool tr;
Vector2 ac;
CellOp() :
idx(TileMap::INVALID_CELL),
xf(false),
yf(false),
tr(false) {}
};
Map<Point2i, CellOp> paint_undo;
struct TileData {
Point2i pos;
int cell;
bool flip_h;
bool flip_v;
bool transpose;
Point2i autotile_coord;
TileData() :
cell(TileMap::INVALID_CELL),
flip_h(false),
flip_v(false),
transpose(false) {}
};
List<TileData> copydata;
Map<Point2i, CellOp> undo_data;
Vector<int> invalid_cell;
void _pick_tile(const Point2 &p_pos);
PoolVector<Vector2> _bucket_fill(const Point2i &p_start, bool erase = false, bool preview = false);
void _fill_points(const PoolVector<Vector2> p_points, const Dictionary &p_op);
void _erase_points(const PoolVector<Vector2> p_points);
void _select(const Point2i &p_from, const Point2i &p_to);
void _erase_selection();
void _draw_cell(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i p_autotile_coord, const Transform2D &p_xform);
void _draw_fill_preview(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i p_autotile_coord, const Transform2D &p_xform);
void _clear_bucket_cache();
void _update_copydata();
Vector<int> get_selected_tiles() const;
void set_selected_tiles(Vector<int> p_tile);
void _manual_toggled(bool p_enabled);
void _text_entered(const String &p_text);
void _text_changed(const String &p_text);
void _sbox_input(const Ref<InputEvent> &p_ie);
void _update_palette();
void _update_button_tool();
void _button_tool_select(int p_tool);
void _menu_option(int p_option);
void _palette_selected(int index);
void _palette_multi_selected(int index, bool selected);
Dictionary _create_cell_dictionary(int tile, bool flip_x, bool flip_y, bool transpose, Vector2 autotile_coord);
void _start_undo(const String &p_action);
void _finish_undo();
void _create_set_cell_undo_redo(const Vector2 &p_vec, const CellOp &p_cell_old, const CellOp &p_cell_new);
void _set_cell(const Point2i &p_pos, Vector<int> p_values, bool p_flip_h = false, bool p_flip_v = false, bool p_transpose = false, const Point2i p_autotile_coord = Point2());
void _canvas_mouse_enter();
void _canvas_mouse_exit();
void _tileset_settings_changed();
void _icon_size_changed(float p_value);
void _clear_transform();
void _flip_horizontal();
void _flip_vertical();
void _rotate(int steps);
protected:
void _notification(int p_what);
static void _bind_methods();
CellOp _get_op_from_cell(const Point2i &p_pos);
public:
HBoxContainer *get_toolbar() const { return toolbar; }
HBoxContainer *get_toolbar_right() const { return toolbar_right; }
bool forward_gui_input(const Ref<InputEvent> &p_event);
void forward_canvas_draw_over_viewport(Control *p_overlay);
void edit(Node *p_tile_map);
TileMapEditor(EditorNode *p_editor);
~TileMapEditor();
};
class TileMapEditorPlugin : public EditorPlugin {
GDCLASS(TileMapEditorPlugin, EditorPlugin);
TileMapEditor *tile_map_editor;
protected:
void _notification(int p_what);
public:
virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) { return tile_map_editor->forward_gui_input(p_event); }
virtual void forward_canvas_draw_over_viewport(Control *p_overlay) { tile_map_editor->forward_canvas_draw_over_viewport(p_overlay); }
virtual String get_name() const { return "TileMap"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
TileMapEditorPlugin(EditorNode *p_node);
~TileMapEditorPlugin();
};
#endif // TILE_MAP_EDITOR_PLUGIN_H