505 lines
13 KiB
C++
505 lines
13 KiB
C++
/*************************************************************************/
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/* canvas_item_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 CONTROL_EDITOR_PLUGIN_H
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#define CONTROL_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/canvas_item.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button_group.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/spin_box.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CanvasItemEditorViewport;
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class CanvasItemEditorSelectedItem : public Object {
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GDCLASS(CanvasItemEditorSelectedItem, Object);
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public:
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Variant undo_state;
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Vector2 undo_pivot;
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Transform2D prev_xform;
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float prev_rot;
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Rect2 prev_rect;
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Vector2 prev_pivot;
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CanvasItemEditorSelectedItem() { prev_rot = 0; }
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};
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class CanvasItemEditor : public VBoxContainer {
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GDCLASS(CanvasItemEditor, VBoxContainer);
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EditorNode *editor;
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enum Tool {
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TOOL_SELECT,
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TOOL_LIST_SELECT,
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TOOL_MOVE,
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TOOL_ROTATE,
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TOOL_EDIT_PIVOT,
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TOOL_PAN,
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TOOL_MAX
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};
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enum MenuOption {
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SNAP_USE,
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SNAP_SHOW_GRID,
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SNAP_USE_ROTATION,
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SNAP_RELATIVE,
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SNAP_CONFIGURE,
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SNAP_USE_PIXEL,
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ZOOM_IN,
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ZOOM_OUT,
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ZOOM_RESET,
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ZOOM_SET,
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LOCK_SELECTED,
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UNLOCK_SELECTED,
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GROUP_SELECTED,
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UNGROUP_SELECTED,
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ALIGN_HORIZONTAL,
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ALIGN_VERTICAL,
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ANCHOR_ALIGN_TOP_LEFT,
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ANCHOR_ALIGN_TOP_RIGHT,
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ANCHOR_ALIGN_BOTTOM_LEFT,
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ANCHOR_ALIGN_BOTTOM_RIGHT,
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ANCHOR_ALIGN_CENTER_LEFT,
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ANCHOR_ALIGN_CENTER_RIGHT,
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ANCHOR_ALIGN_CENTER_TOP,
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ANCHOR_ALIGN_CENTER_BOTTOM,
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ANCHOR_ALIGN_CENTER,
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ANCHOR_ALIGN_TOP_WIDE,
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ANCHOR_ALIGN_LEFT_WIDE,
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ANCHOR_ALIGN_RIGHT_WIDE,
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ANCHOR_ALIGN_BOTTOM_WIDE,
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ANCHOR_ALIGN_VCENTER_WIDE,
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ANCHOR_ALIGN_HCENTER_WIDE,
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ANCHOR_ALIGN_WIDE,
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ANCHOR_ALIGN_WIDE_FIT,
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SPACE_HORIZONTAL,
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SPACE_VERTICAL,
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ANIM_INSERT_KEY,
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ANIM_INSERT_KEY_EXISTING,
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ANIM_INSERT_POS,
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ANIM_INSERT_ROT,
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ANIM_INSERT_SCALE,
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ANIM_COPY_POSE,
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ANIM_PASTE_POSE,
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ANIM_CLEAR_POSE,
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VIEW_CENTER_TO_SELECTION,
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VIEW_FRAME_TO_SELECTION,
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SKELETON_MAKE_BONES,
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SKELETON_CLEAR_BONES,
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SKELETON_SHOW_BONES,
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SKELETON_SET_IK_CHAIN,
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SKELETON_CLEAR_IK_CHAIN
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};
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enum DragType {
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DRAG_NONE,
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DRAG_LEFT,
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DRAG_TOP_LEFT,
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DRAG_TOP,
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DRAG_TOP_RIGHT,
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DRAG_RIGHT,
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DRAG_BOTTOM_RIGHT,
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DRAG_BOTTOM,
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DRAG_BOTTOM_LEFT,
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DRAG_ALL,
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DRAG_ROTATE,
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DRAG_PIVOT,
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DRAG_NODE_2D,
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};
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enum KeyMoveMODE {
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MOVE_VIEW_BASE,
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MOVE_LOCAL_BASE,
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MOVE_LOCAL_WITH_ROT
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};
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EditorSelection *editor_selection;
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bool additive_selection;
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Tool tool;
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bool first_update;
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Control *viewport;
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bool can_move_pivot;
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HScrollBar *h_scroll;
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VScrollBar *v_scroll;
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HBoxContainer *hb;
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Transform2D transform;
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float zoom;
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Vector2 snap_offset;
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Vector2 snap_step;
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float snap_rotation_step;
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float snap_rotation_offset;
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bool snap_grid;
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bool snap_show_grid;
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bool snap_rotation;
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bool snap_relative;
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bool snap_pixel;
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bool skeleton_show_bones;
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bool box_selecting;
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Point2 box_selecting_to;
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bool key_pos;
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bool key_rot;
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bool key_scale;
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void _tool_select(int p_index);
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MenuOption last_option;
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struct _SelectResult {
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CanvasItem *item;
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float z;
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bool has_z;
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_FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const {
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return has_z && p_rr.has_z ? p_rr.z < z : p_rr.has_z;
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}
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};
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Vector<_SelectResult> selection_results;
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struct LockList {
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Point2 pos;
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bool lock;
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bool group;
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LockList() {
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lock = false;
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group = false;
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}
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};
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List<LockList> lock_list;
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struct BoneList {
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Transform2D xform;
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Vector2 from;
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Vector2 to;
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ObjectID bone;
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uint64_t last_pass;
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};
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uint64_t bone_last_frame;
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Map<ObjectID, BoneList> bone_list;
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Transform2D bone_orig_xform;
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struct BoneIK {
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Variant orig_state;
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Vector2 pos;
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float len;
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Node2D *node;
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};
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List<BoneIK> bone_ik_list;
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struct PoseClipboard {
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Vector2 pos;
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Vector2 scale;
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float rot;
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ObjectID id;
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};
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List<PoseClipboard> pose_clipboard;
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ToolButton *select_button;
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ToolButton *list_select_button;
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ToolButton *move_button;
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ToolButton *rotate_button;
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ToolButton *pivot_button;
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ToolButton *pan_button;
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ToolButton *lock_button;
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ToolButton *unlock_button;
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ToolButton *group_button;
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ToolButton *ungroup_button;
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MenuButton *edit_menu;
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PopupMenu *skeleton_menu;
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MenuButton *view_menu;
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HBoxContainer *animation_hb;
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MenuButton *animation_menu;
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MenuButton *anchor_menu;
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Button *key_loc_button;
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Button *key_rot_button;
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Button *key_scale_button;
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Button *key_insert_button;
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PopupMenu *selection_menu;
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//PopupMenu *popup;
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DragType drag;
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Point2 drag_from;
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Point2 drag_point_from;
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bool updating_value_dialog;
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Point2 display_rotate_from;
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Point2 display_rotate_to;
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#if 0
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struct EditInfo {
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Variant undo_state;
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Matrix32 prev_xform;
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float prev_rot;
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Rect2 prev_rect;
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EditInfo() { prev_rot=0; }
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};
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typedef Map<CanvasItem*,EditInfo> CanvasItemMap;
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CanvasItemMap canvas_items;
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#endif
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Ref<StyleBoxTexture> select_sb;
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Ref<Texture> select_handle;
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int handle_len;
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bool _is_part_of_subscene(CanvasItem *p_item);
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void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform, Vector<_SelectResult> &r_items, unsigned int limit = 0);
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void _find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform, List<CanvasItem *> *r_items);
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void _select_click_on_empty_area(Point2 p_click_pos, bool p_append, bool p_box_selection);
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bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append, bool p_drag);
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ConfirmationDialog *snap_dialog;
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AcceptDialog *value_dialog;
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Label *dialog_label;
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SpinBox *dialog_val;
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CanvasItem *ref_item;
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void _edit_set_pivot(const Vector2 &mouse_pos);
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void _add_canvas_item(CanvasItem *p_canvas_item);
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void _remove_canvas_item(CanvasItem *p_canvas_item);
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void _clear_canvas_items();
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void _visibility_changed(ObjectID p_canvas_item);
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void _key_move(const Vector2 &p_dir, bool p_snap, KeyMoveMODE p_move_mode);
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void _list_select(const Ref<InputEventMouseButton> &b);
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DragType _find_drag_type(const Point2 &p_click, Vector2 &r_point);
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void _prepare_drag(const Point2 &p_click_pos);
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void _popup_callback(int p_op);
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bool updating_scroll;
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void _update_scroll(float);
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void _update_scrollbars();
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void incbeg(float &beg, float &end, float inc, float minsize, bool p_symmetric);
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void incend(float &beg, float &end, float inc, float minsize, bool p_symmetric);
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void _append_canvas_item(CanvasItem *p_item);
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void _dialog_value_changed(double);
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void _snap_changed();
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void _selection_result_pressed(int);
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void _selection_menu_hide();
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UndoRedo *undo_redo;
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Point2 _find_topleftmost_point();
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void _find_canvas_items_span(Node *p_node, Rect2 &r_rect, const Transform2D &p_xform);
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Object *_get_editor_data(Object *p_what);
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CanvasItem *get_single_item();
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int get_item_count();
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void _keying_changed();
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void _unhandled_key_input(const Ref<InputEvent> &p_ev);
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void _viewport_gui_input(const Ref<InputEvent> &p_event);
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void _viewport_draw();
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void _focus_selection(int p_op);
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void _set_anchor(Control::AnchorType p_left, Control::AnchorType p_top, Control::AnchorType p_right, Control::AnchorType p_bottom);
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void _set_full_rect();
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HSplitContainer *palette_split;
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VSplitContainer *bottom_split;
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friend class CanvasItemEditorPlugin;
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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void end_drag();
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void box_selection_start(Point2 &click);
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bool box_selection_end();
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HBoxContainer *get_panel_hb() { return hb; }
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struct compare_items_x {
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bool operator()(const CanvasItem *a, const CanvasItem *b) const {
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return a->get_global_transform().elements[2].x < b->get_global_transform().elements[2].x;
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}
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};
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struct compare_items_y {
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bool operator()(const CanvasItem *a, const CanvasItem *b) const {
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return a->get_global_transform().elements[2].y < b->get_global_transform().elements[2].y;
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}
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};
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struct proj_vector2_x {
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float get(const Vector2 &v) { return v.x; }
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void set(Vector2 &v, float f) { v.x = f; }
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};
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struct proj_vector2_y {
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float get(const Vector2 &v) { return v.y; }
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void set(Vector2 &v, float f) { v.y = f; }
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};
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template <class P, class C>
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void space_selected_items();
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static CanvasItemEditor *singleton;
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public:
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Vector2 snap_point(Vector2 p_target, Vector2 p_start = Vector2(0, 0)) const;
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float snap_angle(float p_target, float p_start = 0) const;
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Transform2D get_canvas_transform() const { return transform; }
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static CanvasItemEditor *get_singleton() { return singleton; }
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Dictionary get_state() const;
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void set_state(const Dictionary &p_state);
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void add_control_to_menu_panel(Control *p_control);
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HSplitContainer *get_palette_split();
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VSplitContainer *get_bottom_split();
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Control *get_viewport_control() { return viewport; }
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bool get_remove_list(List<Node *> *p_list);
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void edit(CanvasItem *p_canvas_item);
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void focus_selection();
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CanvasItemEditor(EditorNode *p_editor);
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};
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class CanvasItemEditorPlugin : public EditorPlugin {
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GDCLASS(CanvasItemEditorPlugin, EditorPlugin);
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CanvasItemEditor *canvas_item_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "2D"; }
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bool has_main_screen() const { return true; }
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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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virtual bool get_remove_list(List<Node *> *p_list) { return canvas_item_editor->get_remove_list(p_list); }
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virtual Dictionary get_state() const;
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virtual void set_state(const Dictionary &p_state);
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CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; }
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CanvasItemEditorPlugin(EditorNode *p_node);
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~CanvasItemEditorPlugin();
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};
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class CanvasItemEditorViewport : public Control {
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GDCLASS(CanvasItemEditorViewport, Control);
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String default_type;
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Vector<String> types;
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Vector<String> selected_files;
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Node *target_node;
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Point2 drop_pos;
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EditorNode *editor;
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EditorData *editor_data;
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CanvasItemEditor *canvas;
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Node2D *preview;
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AcceptDialog *accept;
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WindowDialog *selector;
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Label *selector_label;
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Label *label;
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Label *label_desc;
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VBoxContainer *btn_group;
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Ref<ButtonGroup> button_group;
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void _on_mouse_exit();
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void _on_select_type(Object *selected);
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void _on_change_type();
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void _create_preview(const Vector<String> &files) const;
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void _remove_preview();
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bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
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void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point);
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bool _create_instance(Node *parent, String &path, const Point2 &p_point);
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void _perform_drop_data();
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static void _bind_methods();
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protected:
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void _notification(int p_what);
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public:
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virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
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virtual void drop_data(const Point2 &p_point, const Variant &p_data);
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CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor *p_canvas);
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};
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#endif
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