0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
116 lines
4.1 KiB
C++
116 lines
4.1 KiB
C++
/*************************************************************************/
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/* sprite_2d_editor_plugin.h */
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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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#ifndef SPRITE_EDITOR_PLUGIN_H
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#define SPRITE_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/sprite_2d.h"
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#include "scene/gui/spin_box.h"
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class Sprite2DEditor : public Control {
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GDCLASS(Sprite2DEditor, Control);
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enum Menu {
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MENU_OPTION_CONVERT_TO_MESH_2D,
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MENU_OPTION_CONVERT_TO_POLYGON_2D,
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MENU_OPTION_CREATE_COLLISION_POLY_2D,
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MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D
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};
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Menu selected_menu_item;
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Sprite2D *node;
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MenuButton *options;
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ConfirmationDialog *outline_dialog;
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AcceptDialog *err_dialog;
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ConfirmationDialog *debug_uv_dialog;
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Control *debug_uv;
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Vector<Vector2> uv_lines;
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Vector<Vector<Vector2>> outline_lines;
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Vector<Vector<Vector2>> computed_outline_lines;
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Vector<Vector2> computed_vertices;
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Vector<Vector2> computed_uv;
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Vector<int> computed_indices;
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SpinBox *simplification;
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SpinBox *grow_pixels;
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SpinBox *shrink_pixels;
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Button *update_preview;
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void _menu_option(int p_option);
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//void _create_uv_lines();
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friend class Sprite2DEditorPlugin;
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void _debug_uv_draw();
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void _update_mesh_data();
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void _create_node();
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void _convert_to_mesh_2d_node();
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void _convert_to_polygon_2d_node();
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void _create_collision_polygon_2d_node();
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void _create_light_occluder_2d_node();
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void _add_as_sibling_or_child(Node *p_own_node, Node *p_new_node);
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protected:
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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void edit(Sprite2D *p_sprite);
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Sprite2DEditor();
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};
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class Sprite2DEditorPlugin : public EditorPlugin {
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GDCLASS(Sprite2DEditorPlugin, EditorPlugin);
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Sprite2DEditor *sprite_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Sprite2D"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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Sprite2DEditorPlugin(EditorNode *p_node);
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~Sprite2DEditorPlugin();
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};
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#endif // SPRITE_EDITOR_PLUGIN_H
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