godot/editor/plugins/sprite_frames_editor_plugin.h
2021-09-21 20:33:07 +02:00

179 lines
6.0 KiB
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/*************************************************************************/
/* sprite_frames_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 SPRITE_FRAMES_EDITOR_PLUGIN_H
#define SPRITE_FRAMES_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/animated_sprite.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/split_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"
class SpriteFramesEditor : public HSplitContainer {
GDCLASS(SpriteFramesEditor, HSplitContainer);
ToolButton *load;
ToolButton *load_sheet;
ToolButton *_delete;
ToolButton *copy;
ToolButton *paste;
ToolButton *empty;
ToolButton *empty2;
ToolButton *move_up;
ToolButton *move_down;
ToolButton *zoom_out;
ToolButton *zoom_reset;
ToolButton *zoom_in;
ItemList *tree;
bool loading_scene;
int sel;
ToolButton *new_anim;
ToolButton *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;
ToolButton *split_sheet_zoom_out;
ToolButton *split_sheet_zoom_reset;
ToolButton *split_sheet_zoom_in;
EditorFileDialog *file_split_sheet;
Set<int> frames_selected;
Set<int> 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 _load_scene_pressed();
void _file_load_request(const PoolVector<String> &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<InputEvent> &p_event);
void _zoom_in();
void _zoom_out();
void _zoom_reset();
bool updating;
UndoRedo *undo_redo;
bool _is_drop_valid(const Dictionary &p_drag_data, const Dictionary &p_item_data) const;
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<InputEvent> &p_event);
void _sheet_scroll_input(const Ref<InputEvent> &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);
void _gui_input(Ref<InputEvent> p_event);
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 { return "SpriteFrames"; }
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);
SpriteFramesEditorPlugin(EditorNode *p_node);
~SpriteFramesEditorPlugin();
};
#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H