godot/editor/plugins/tiles/tiles_editor_plugin.h
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00

115 lines
4.4 KiB
C++

/*************************************************************************/
/* tiles_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 */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#ifndef TILES_EDITOR_PLUGIN_H
#define TILES_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/gui/box_container.h"
#include "tile_atlas_view.h"
#include "tile_map_editor.h"
#include "tile_set_editor.h"
class TilesEditor : public VBoxContainer {
GDCLASS(TilesEditor, VBoxContainer);
static TilesEditor *singleton;
private:
bool tile_map_changed_needs_update = false;
ObjectID tile_map_id;
Ref<TileSet> tile_set;
Button *tileset_tilemap_switch_button;
Control *tilemap_toolbar;
TileMapEditor *tilemap_editor;
TileSetEditor *tileset_editor;
void _update_switch_button();
void _update_editors();
// For synchronization.
int atlas_sources_lists_current = 0;
float atlas_view_zoom = 1.0;
Vector2 atlas_view_scroll = Vector2();
void _tile_map_changed();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
_FORCE_INLINE_ static TilesEditor *get_singleton() { return singleton; }
bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) { return tilemap_editor->forward_canvas_gui_input(p_event); }
void forward_canvas_draw_over_viewport(Control *p_overlay) { tilemap_editor->forward_canvas_draw_over_viewport(p_overlay); }
// To synchronize the atlas sources lists.
void set_atlas_sources_lists_current(int p_current);
void synchronize_atlas_sources_list(Object *p_current);
void set_atlas_view_transform(float p_zoom, Vector2 p_scroll);
void synchronize_atlas_view(Object *p_current);
void edit(Object *p_object);
TilesEditor(EditorNode *p_editor);
~TilesEditor();
};
class TilesEditorPlugin : public EditorPlugin {
GDCLASS(TilesEditorPlugin, EditorPlugin);
private:
EditorNode *editor_node;
TilesEditor *tiles_editor;
Button *tiles_editor_button;
protected:
void _notification(int p_what);
public:
virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return tiles_editor->forward_canvas_gui_input(p_event); }
virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { tiles_editor->forward_canvas_draw_over_viewport(p_overlay); }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
TilesEditorPlugin(EditorNode *p_node);
~TilesEditorPlugin();
};
#endif // TILES_EDITOR_PLUGIN_H