121 lines
3.1 KiB
C++
121 lines
3.1 KiB
C++
#include "skeleton_2d_editor_plugin.h"
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#include "canvas_item_editor_plugin.h"
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#include "scene/2d/mesh_instance_2d.h"
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#include "scene/gui/box_container.h"
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#include "thirdparty/misc/clipper.hpp"
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void Skeleton2DEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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node = NULL;
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options->hide();
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}
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}
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void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
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node = p_sprite;
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}
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void Skeleton2DEditor::_menu_option(int p_option) {
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if (!node) {
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return;
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}
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switch (p_option) {
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case MENU_OPTION_MAKE_REST: {
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if (node->get_bone_count() == 0) {
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err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
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err_dialog->popup_centered_minsize();
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return;
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action("Create Rest Pose from Bones");
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for (int i = 0; i < node->get_bone_count(); i++) {
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Bone2D *bone = node->get_bone(i);
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ur->add_do_method(bone, "set_rest", bone->get_transform());
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ur->add_undo_method(bone, "set_rest", bone->get_rest());
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}
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ur->commit_action();
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} break;
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case MENU_OPTION_SET_REST: {
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if (node->get_bone_count() == 0) {
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err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
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err_dialog->popup_centered_minsize();
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return;
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}
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UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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ur->create_action("Set Rest Pose to Bones");
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for (int i = 0; i < node->get_bone_count(); i++) {
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Bone2D *bone = node->get_bone(i);
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ur->add_do_method(bone, "set_transform", bone->get_rest());
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ur->add_undo_method(bone, "set_transform", bone->get_transform());
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}
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ur->commit_action();
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} break;
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}
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}
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void Skeleton2DEditor::_bind_methods() {
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ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
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}
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Skeleton2DEditor::Skeleton2DEditor() {
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options = memnew(MenuButton);
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CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
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options->set_text(TTR("Skeleton2D"));
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options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
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options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
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options->get_popup()->add_separator();
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options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
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options->get_popup()->connect("id_pressed", this, "_menu_option");
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err_dialog = memnew(AcceptDialog);
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add_child(err_dialog);
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}
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void Skeleton2DEditorPlugin::edit(Object *p_object) {
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sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
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}
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bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("Skeleton2D");
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}
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void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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sprite_editor->options->show();
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} else {
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sprite_editor->options->hide();
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sprite_editor->edit(NULL);
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}
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}
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Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
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editor = p_node;
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sprite_editor = memnew(Skeleton2DEditor);
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editor->get_viewport()->add_child(sprite_editor);
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make_visible(false);
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//sprite_editor->options->hide();
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}
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Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
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}
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