121 lines
4.6 KiB
C++
121 lines
4.6 KiB
C++
/*************************************************************************/
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/* light_occluder_2d_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "light_occluder_2d_editor_plugin.h"
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Ref<OccluderPolygon2D> LightOccluder2DEditor::_ensure_occluder() const {
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Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
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if (!occluder.is_valid()) {
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occluder = Ref<OccluderPolygon2D>(memnew(OccluderPolygon2D));
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node->set_occluder_polygon(occluder);
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}
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return occluder;
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}
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Node2D *LightOccluder2DEditor::_get_node() const {
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return node;
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}
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void LightOccluder2DEditor::_set_node(Node *p_polygon) {
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node = Object::cast_to<LightOccluder2D>(p_polygon);
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}
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bool LightOccluder2DEditor::_is_line() const {
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Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
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if (occluder.is_valid())
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return !occluder->is_closed();
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else
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return false;
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}
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int LightOccluder2DEditor::_get_polygon_count() const {
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Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
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if (occluder.is_valid())
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return occluder->get_polygon().size();
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else
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return 0;
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}
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Variant LightOccluder2DEditor::_get_polygon(int p_idx) const {
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Ref<OccluderPolygon2D> occluder = node->get_occluder_polygon();
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if (occluder.is_valid())
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return occluder->get_polygon();
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else
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return Variant(Vector<Vector2>());
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}
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void LightOccluder2DEditor::_set_polygon(int p_idx, const Variant &p_polygon) const {
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Ref<OccluderPolygon2D> occluder = _ensure_occluder();
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occluder->set_polygon(p_polygon);
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}
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void LightOccluder2DEditor::_action_set_polygon(int p_idx, const Variant &p_previous, const Variant &p_polygon) {
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Ref<OccluderPolygon2D> occluder = _ensure_occluder();
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undo_redo->add_do_method(occluder.ptr(), "set_polygon", p_polygon);
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undo_redo->add_undo_method(occluder.ptr(), "set_polygon", p_previous);
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}
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bool LightOccluder2DEditor::_has_resource() const {
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return node && node->get_occluder_polygon().is_valid();
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}
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void LightOccluder2DEditor::_create_resource() {
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if (!node)
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return;
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undo_redo->create_action(TTR("Create Occluder Polygon"));
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undo_redo->add_do_method(node, "set_occluder_polygon", Ref<OccluderPolygon2D>(memnew(OccluderPolygon2D)));
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undo_redo->add_undo_method(node, "set_occluder_polygon", Variant(REF()));
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undo_redo->commit_action();
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_menu_option(MODE_CREATE);
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}
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LightOccluder2DEditor::LightOccluder2DEditor(EditorNode *p_editor) :
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AbstractPolygon2DEditor(p_editor) {
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node = nullptr;
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}
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LightOccluder2DEditorPlugin::LightOccluder2DEditorPlugin(EditorNode *p_node) :
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AbstractPolygon2DEditorPlugin(p_node, memnew(LightOccluder2DEditor(p_node)), "LightOccluder2D") {
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}
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