godot/editor/plugins/skeleton_2d_editor_plugin.h
Hugo Locurcio cbf870aa59
Swap rest pose actions in the Skeleton2D editor
The texts were changed before, but the actions weren't swapped around.
This led to unexpected behavior.

(cherry picked from commit 4ff1431993)
2021-11-15 16:10:00 +01:00

84 lines
3.3 KiB
C++

/*************************************************************************/
/* skeleton_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: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef SKELETON_2D_EDITOR_PLUGIN_H
#define SKELETON_2D_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/skeleton_2d.h"
#include "scene/gui/spin_box.h"
class Skeleton2DEditor : public Control {
GDCLASS(Skeleton2DEditor, Control);
enum Menu {
MENU_OPTION_SET_REST,
MENU_OPTION_MAKE_REST,
};
Skeleton2D *node;
MenuButton *options;
AcceptDialog *err_dialog;
void _menu_option(int p_option);
//void _create_uv_lines();
friend class Skeleton2DEditorPlugin;
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(Skeleton2D *p_sprite);
Skeleton2DEditor();
};
class Skeleton2DEditorPlugin : public EditorPlugin {
GDCLASS(Skeleton2DEditorPlugin, EditorPlugin);
Skeleton2DEditor *sprite_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Skeleton2D"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
Skeleton2DEditorPlugin(EditorNode *p_node);
~Skeleton2DEditorPlugin();
};
#endif // SKELETON_2D_EDITOR_PLUGIN_H