c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
127 lines
4.0 KiB
C++
127 lines
4.0 KiB
C++
/*************************************************************************/
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/* path_2d_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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/* */
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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 PATH_2D_EDITOR_PLUGIN_H
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#define PATH_2D_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/2d/path_2d.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/button_group.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CanvasItemEditor;
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class Path2DEditor : public HBoxContainer {
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OBJ_TYPE(Path2DEditor, HBoxContainer);
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UndoRedo *undo_redo;
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CanvasItemEditor *canvas_item_editor;
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EditorNode *editor;
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Panel *panel;
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Path2D *node;
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HBoxContainer *base_hb;
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Separator *sep;
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enum Mode {
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MODE_CREATE,
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MODE_EDIT,
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MODE_EDIT_CURVE,
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MODE_DELETE,
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ACTION_CLOSE
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};
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Mode mode;
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ToolButton *curve_create;
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ToolButton *curve_edit;
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ToolButton *curve_edit_curve;
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ToolButton *curve_del;
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ToolButton *curve_close;
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enum Action {
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ACTION_NONE,
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ACTION_MOVING_POINT,
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ACTION_MOVING_IN,
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ACTION_MOVING_OUT,
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};
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Action action;
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int action_point;
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Point2 moving_from;
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Point2 moving_screen_from;
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void _mode_selected(int p_mode);
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void _canvas_draw();
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void _node_visibility_changed();
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friend class Path2DEditorPlugin;
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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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public:
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bool forward_input_event(const InputEvent& p_event);
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void edit(Node *p_path2d);
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Path2DEditor(EditorNode *p_editor);
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};
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class Path2DEditorPlugin : public EditorPlugin {
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OBJ_TYPE( Path2DEditorPlugin, EditorPlugin );
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Path2DEditor *path2d_editor;
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EditorNode *editor;
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public:
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virtual bool forward_canvas_input_event(const Matrix32& p_canvas_xform,const InputEvent& p_event) { return path2d_editor->forward_input_event(p_event); }
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virtual String get_name() const { return "Path2D"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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Path2DEditorPlugin(EditorNode *p_node);
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~Path2DEditorPlugin();
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};
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#endif // PATH_2D_EDITOR_PLUGIN_H
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