godot/editor/plugins/collision_shape_2d_editor_plugin.h
PouleyKetchoupp 3d5dc80348 Rename RayShape to SeparationRayShape
Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00

120 lines
4.4 KiB
C++

/*************************************************************************/
/* collision_shape_2d_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.*/
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
#define COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/collision_shape_2d.h"
class CanvasItemEditor;
class CollisionShape2DEditor : public Control {
GDCLASS(CollisionShape2DEditor, Control);
enum ShapeType {
CAPSULE_SHAPE,
CIRCLE_SHAPE,
CONCAVE_POLYGON_SHAPE,
CONVEX_POLYGON_SHAPE,
WORLD_MARGIN_SHAPE,
SEPARATION_RAY_SHAPE,
RECTANGLE_SHAPE,
SEGMENT_SHAPE
};
const Point2 RECT_HANDLES[8] = {
Point2(1, 0),
Point2(1, 1),
Point2(0, 1),
Point2(-1, 1),
Point2(-1, 0),
Point2(-1, -1),
Point2(0, -1),
Point2(1, -1),
};
EditorNode *editor;
UndoRedo *undo_redo;
CanvasItemEditor *canvas_item_editor;
CollisionShape2D *node;
Vector<Point2> handles;
int shape_type;
int edit_handle;
bool pressed;
Variant original;
Transform2D original_transform;
Point2 last_point;
Variant get_handle_value(int idx) const;
void set_handle(int idx, Point2 &p_point);
void commit_handle(int idx, Variant &p_org);
void _get_current_shape_type();
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
void forward_canvas_draw_over_viewport(Control *p_overlay);
void edit(Node *p_node);
CollisionShape2DEditor(EditorNode *p_editor);
};
class CollisionShape2DEditorPlugin : public EditorPlugin {
GDCLASS(CollisionShape2DEditorPlugin, EditorPlugin);
CollisionShape2DEditor *collision_shape_2d_editor;
EditorNode *editor;
public:
virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return collision_shape_2d_editor->forward_canvas_gui_input(p_event); }
virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { collision_shape_2d_editor->forward_canvas_draw_over_viewport(p_overlay); }
virtual String get_name() const override { return "CollisionShape2D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_obj) override;
virtual bool handles(Object *p_obj) const override;
virtual void make_visible(bool visible) override;
CollisionShape2DEditorPlugin(EditorNode *p_editor);
~CollisionShape2DEditorPlugin();
};
#endif //COLLISION_SHAPE_2D_EDITOR_PLUGIN_H