godot/editor/plugins/canvas_item_editor_plugin.h

546 lines
14 KiB
C++

/*************************************************************************/
/* canvas_item_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CONTROL_EDITOR_PLUGIN_H
#define CONTROL_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/canvas_item.h"
#include "scene/gui/box_container.h"
#include "scene/gui/check_box.h"
#include "scene/gui/label.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/spin_box.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CanvasItemEditorViewport;
class CanvasItemEditorSelectedItem : public Object {
GDCLASS(CanvasItemEditorSelectedItem, Object);
public:
Variant undo_state;
Vector2 undo_pivot;
Transform2D prev_xform;
float prev_rot;
Rect2 prev_rect;
Vector2 prev_pivot;
float prev_anchors[4];
Transform2D pre_drag_xform;
Rect2 pre_drag_rect;
CanvasItemEditorSelectedItem() { prev_rot = 0; }
};
class CanvasItemEditor : public VBoxContainer {
GDCLASS(CanvasItemEditor, VBoxContainer);
EditorNode *editor;
enum Tool {
TOOL_SELECT,
TOOL_LIST_SELECT,
TOOL_MOVE,
TOOL_ROTATE,
TOOL_EDIT_PIVOT,
TOOL_PAN,
TOOL_MAX
};
enum MenuOption {
SNAP_USE,
SNAP_USE_NODE_PARENT,
SNAP_USE_NODE_ANCHORS,
SNAP_USE_NODE_SIDES,
SNAP_USE_OTHER_NODES,
SNAP_USE_GRID,
SNAP_USE_ROTATION,
SNAP_RELATIVE,
SNAP_CONFIGURE,
SNAP_USE_PIXEL,
SHOW_GRID,
SHOW_HELPERS,
SHOW_RULERS,
LOCK_SELECTED,
UNLOCK_SELECTED,
GROUP_SELECTED,
UNGROUP_SELECTED,
ANCHOR_ALIGN_TOP_LEFT,
ANCHOR_ALIGN_TOP_RIGHT,
ANCHOR_ALIGN_BOTTOM_LEFT,
ANCHOR_ALIGN_BOTTOM_RIGHT,
ANCHOR_ALIGN_CENTER_LEFT,
ANCHOR_ALIGN_CENTER_RIGHT,
ANCHOR_ALIGN_CENTER_TOP,
ANCHOR_ALIGN_CENTER_BOTTOM,
ANCHOR_ALIGN_CENTER,
ANCHOR_ALIGN_TOP_WIDE,
ANCHOR_ALIGN_LEFT_WIDE,
ANCHOR_ALIGN_RIGHT_WIDE,
ANCHOR_ALIGN_BOTTOM_WIDE,
ANCHOR_ALIGN_VCENTER_WIDE,
ANCHOR_ALIGN_HCENTER_WIDE,
ANCHOR_ALIGN_WIDE,
ANCHOR_ALIGN_WIDE_FIT,
ANIM_INSERT_KEY,
ANIM_INSERT_KEY_EXISTING,
ANIM_INSERT_POS,
ANIM_INSERT_ROT,
ANIM_INSERT_SCALE,
ANIM_COPY_POSE,
ANIM_PASTE_POSE,
ANIM_CLEAR_POSE,
VIEW_CENTER_TO_SELECTION,
VIEW_FRAME_TO_SELECTION,
SKELETON_MAKE_BONES,
SKELETON_CLEAR_BONES,
SKELETON_SHOW_BONES,
SKELETON_SET_IK_CHAIN,
SKELETON_CLEAR_IK_CHAIN
};
enum DragType {
DRAG_NONE,
DRAG_LEFT,
DRAG_TOP_LEFT,
DRAG_TOP,
DRAG_TOP_RIGHT,
DRAG_RIGHT,
DRAG_BOTTOM_RIGHT,
DRAG_BOTTOM,
DRAG_BOTTOM_LEFT,
DRAG_ANCHOR_TOP_LEFT,
DRAG_ANCHOR_TOP_RIGHT,
DRAG_ANCHOR_BOTTOM_RIGHT,
DRAG_ANCHOR_BOTTOM_LEFT,
DRAG_ANCHOR_ALL,
DRAG_ALL,
DRAG_ROTATE,
DRAG_PIVOT,
DRAG_NODE_2D,
};
enum KeyMoveMODE {
MOVE_VIEW_BASE,
MOVE_LOCAL_BASE,
MOVE_LOCAL_WITH_ROT
};
EditorSelection *editor_selection;
bool additive_selection;
Tool tool;
bool first_update;
Control *viewport;
Control *viewport_base;
Control *viewport_scrollable;
bool can_move_pivot;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
HBoxContainer *hb;
ToolButton *zoom_minus;
ToolButton *zoom_reset;
ToolButton *zoom_plus;
Transform2D transform;
bool show_grid;
bool show_rulers;
bool show_helpers;
float zoom;
Point2 grid_offset;
Point2 grid_step;
int grid_step_multiplier;
float snap_rotation_step;
float snap_rotation_offset;
bool snap_active;
bool snap_node_parent;
bool snap_node_anchors;
bool snap_node_sides;
bool snap_other_nodes;
bool snap_grid;
bool snap_rotation;
bool snap_relative;
bool snap_pixel;
bool skeleton_show_bones;
bool box_selecting;
Point2 box_selecting_to;
bool key_pos;
bool key_rot;
bool key_scale;
void _tool_select(int p_index);
MenuOption last_option;
struct _SelectResult {
CanvasItem *item;
float z;
bool has_z;
_FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const {
return has_z && p_rr.has_z ? p_rr.z < z : p_rr.has_z;
}
};
Vector<_SelectResult> selection_results;
struct BoneList {
Transform2D xform;
Vector2 from;
Vector2 to;
ObjectID bone;
uint64_t last_pass;
};
uint64_t bone_last_frame;
Map<ObjectID, BoneList> bone_list;
Transform2D bone_orig_xform;
struct BoneIK {
Variant orig_state;
Vector2 pos;
float len;
Node2D *node;
};
List<BoneIK> bone_ik_list;
struct PoseClipboard {
Vector2 pos;
Vector2 scale;
float rot;
ObjectID id;
};
List<PoseClipboard> pose_clipboard;
ToolButton *select_button;
ToolButton *list_select_button;
ToolButton *move_button;
ToolButton *rotate_button;
ToolButton *snap_button;
MenuButton *snap_config_menu;
PopupMenu *smartsnap_config_popup;
ToolButton *pivot_button;
ToolButton *pan_button;
ToolButton *lock_button;
ToolButton *unlock_button;
ToolButton *group_button;
ToolButton *ungroup_button;
MenuButton *skeleton_menu;
MenuButton *view_menu;
HBoxContainer *animation_hb;
MenuButton *animation_menu;
MenuButton *anchor_menu;
Button *key_loc_button;
Button *key_rot_button;
Button *key_scale_button;
Button *key_insert_button;
PopupMenu *selection_menu;
Control *top_ruler;
Control *left_ruler;
//PopupMenu *popup;
DragType drag;
Point2 drag_from;
Point2 drag_point_from;
bool updating_value_dialog;
Point2 display_rotate_from;
Point2 display_rotate_to;
Ref<StyleBoxTexture> select_sb;
Ref<Texture> select_handle;
Ref<Texture> anchor_handle;
Ref<ShortCut> drag_pivot_shortcut;
Ref<ShortCut> set_pivot_shortcut;
Ref<ShortCut> multiply_grid_step_shortcut;
Ref<ShortCut> divide_grid_step_shortcut;
int handle_len;
bool _is_part_of_subscene(CanvasItem *p_item);
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, int limit = 0);
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);
void _select_click_on_empty_area(Point2 p_click_pos, bool p_append, bool p_box_selection);
bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append, bool p_drag);
ConfirmationDialog *snap_dialog;
CanvasItem *ref_item;
void _edit_set_pivot(const Vector2 &mouse_pos);
void _add_canvas_item(CanvasItem *p_canvas_item);
void _remove_canvas_item(CanvasItem *p_canvas_item);
void _clear_canvas_items();
void _key_move(const Vector2 &p_dir, bool p_snap, KeyMoveMODE p_move_mode);
void _list_select(const Ref<InputEventMouseButton> &b);
DragType _get_resize_handle_drag_type(const Point2 &p_click, Vector2 &r_point);
void _prepare_drag(const Point2 &p_click_pos);
DragType _get_anchor_handle_drag_type(const Point2 &p_click, Vector2 &r_point);
Vector2 _anchor_to_position(const Control *p_control, Vector2 anchor);
Vector2 _position_to_anchor(const Control *p_control, Vector2 position);
void _popup_callback(int p_op);
bool updating_scroll;
void _update_scroll(float);
void _update_scrollbars();
void _update_cursor();
void incbeg(float &beg, float &end, float inc, float minsize, bool p_symmetric);
void incend(float &beg, float &end, float inc, float minsize, bool p_symmetric);
void _append_canvas_item(CanvasItem *p_item);
void _snap_changed();
void _selection_result_pressed(int);
void _selection_menu_hide();
UndoRedo *undo_redo;
Point2 _find_topleftmost_point();
void _build_bones_list(Node *p_node);
void _get_encompassing_rect(Node *p_node, Rect2 &r_rect, const Transform2D &p_xform);
Object *_get_editor_data(Object *p_what);
CanvasItem *_get_single_item();
int get_item_count();
void _keying_changed();
void _unhandled_key_input(const Ref<InputEvent> &p_ev);
void _draw_text_at_position(Point2 p_position, String p_string, Margin p_side);
void _draw_margin_at_position(int p_value, Point2 p_position, Margin p_side);
void _draw_percentage_at_position(float p_value, Point2 p_position, Margin p_side);
void _draw_rulers();
void _draw_focus();
void _draw_grid();
void _draw_selection();
void _draw_axis();
void _draw_bones();
void _draw_locks_and_groups(Node *p_node, const Transform2D &p_xform);
void _draw_viewport();
void _viewport_base_gui_input(const Ref<InputEvent> &p_event);
void _draw_viewport_base();
void _focus_selection(int p_op);
void _snap_if_closer(Point2 p_value, Point2 p_target_snap, Point2 &r_current_snap, bool (&r_snapped)[2], real_t rotation = 0.0, float p_radius = 10.0);
void _snap_other_nodes(Point2 p_value, Point2 &r_current_snap, bool (&r_snapped)[2], const Node *p_current, const CanvasItem *p_to_snap);
void _set_anchors_preset(Control::LayoutPreset p_preset);
void _set_full_rect();
void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
void _zoom_minus();
void _zoom_reset();
void _zoom_plus();
void _toggle_snap(bool p_status);
HSplitContainer *palette_split;
VSplitContainer *bottom_split;
friend class CanvasItemEditorPlugin;
protected:
void _notification(int p_what);
static void _bind_methods();
void end_drag();
void box_selection_start(Point2 &click);
bool box_selection_end();
HBoxContainer *get_panel_hb() { return hb; }
struct compare_items_x {
bool operator()(const CanvasItem *a, const CanvasItem *b) const {
return a->get_global_transform().elements[2].x < b->get_global_transform().elements[2].x;
}
};
struct compare_items_y {
bool operator()(const CanvasItem *a, const CanvasItem *b) const {
return a->get_global_transform().elements[2].y < b->get_global_transform().elements[2].y;
}
};
struct proj_vector2_x {
float get(const Vector2 &v) { return v.x; }
void set(Vector2 &v, float f) { v.x = f; }
};
struct proj_vector2_y {
float get(const Vector2 &v) { return v.y; }
void set(Vector2 &v, float f) { v.y = f; }
};
template <class P, class C>
void space_selected_items();
static CanvasItemEditor *singleton;
public:
enum SnapMode {
SNAP_GRID = 1 << 0,
SNAP_PIXEL = 1 << 1,
SNAP_NODE_PARENT = 1 << 2,
SNAP_NODE_ANCHORS = 1 << 3,
SNAP_NODE_SIDES = 1 << 4,
SNAP_OTHER_NODES = 1 << 5,
SNAP_DEFAULT = 0x03,
};
Point2 snap_point(Point2 p_target, unsigned int p_modes = SNAP_DEFAULT, const CanvasItem *p_canvas_item = NULL, unsigned int p_forced_modes = 0);
float snap_angle(float p_target, float p_start = 0) const;
Transform2D get_canvas_transform() const { return transform; }
static CanvasItemEditor *get_singleton() { return singleton; }
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
void add_control_to_menu_panel(Control *p_control);
HSplitContainer *get_palette_split();
VSplitContainer *get_bottom_split();
Control *get_viewport_control() { return viewport; }
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
void edit(CanvasItem *p_canvas_item);
void focus_selection();
CanvasItemEditor(EditorNode *p_editor);
};
class CanvasItemEditorPlugin : public EditorPlugin {
GDCLASS(CanvasItemEditorPlugin, EditorPlugin);
CanvasItemEditor *canvas_item_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "2D"; }
bool has_main_screen() const { return true; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
virtual Dictionary get_state() const;
virtual void set_state(const Dictionary &p_state);
CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; }
CanvasItemEditorPlugin(EditorNode *p_node);
~CanvasItemEditorPlugin();
};
class CanvasItemEditorViewport : public Control {
GDCLASS(CanvasItemEditorViewport, Control);
String default_type;
Vector<String> types;
Vector<String> selected_files;
Node *target_node;
Point2 drop_pos;
EditorNode *editor;
EditorData *editor_data;
CanvasItemEditor *canvas;
Node2D *preview_node;
AcceptDialog *accept;
WindowDialog *selector;
Label *selector_label;
Label *label;
Label *label_desc;
VBoxContainer *btn_group;
Ref<ButtonGroup> button_group;
void _on_mouse_exit();
void _on_select_type(Object *selected);
void _on_change_type();
void _create_preview(const Vector<String> &files) const;
void _remove_preview();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point);
bool _create_instance(Node *parent, String &path, const Point2 &p_point);
void _perform_drop_data();
static void _bind_methods();
protected:
void _notification(int p_what);
public:
virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
virtual void drop_data(const Point2 &p_point, const Variant &p_data);
CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor *p_canvas);
~CanvasItemEditorViewport();
};
#endif