godot/editor/plugins/light_occluder_2d_editor_pl...

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C++

/*************************************************************************/
/* light_occluder_2d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.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 LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
#define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/gui/button_group.h"
#include "scene/gui/tool_button.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CanvasItemEditor;
class LightOccluder2DEditor : public HBoxContainer {
GDCLASS(LightOccluder2DEditor, HBoxContainer);
UndoRedo *undo_redo;
enum Mode {
MODE_CREATE,
MODE_EDIT,
};
Mode mode;
ToolButton *button_create;
ToolButton *button_edit;
CanvasItemEditor *canvas_item_editor;
EditorNode *editor;
Panel *panel;
LightOccluder2D *node;
MenuButton *options;
int edited_point;
Vector2 edited_point_pos;
Vector<Vector2> pre_move_edit;
Vector<Vector2> wip;
bool wip_active;
ConfirmationDialog *create_poly;
void _wip_close(bool p_closed);
void _canvas_draw();
void _menu_option(int p_option);
void _create_poly();
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
Vector2 snap_point(const Vector2 &p_point) const;
bool forward_gui_input(const InputEvent &p_event);
void edit(Node *p_collision_polygon);
LightOccluder2DEditor(EditorNode *p_editor);
};
class LightOccluder2DEditorPlugin : public EditorPlugin {
GDCLASS(LightOccluder2DEditorPlugin, EditorPlugin);
LightOccluder2DEditor *collision_polygon_editor;
EditorNode *editor;
public:
virtual bool forward_canvas_gui_input(const Transform2D &p_canvas_xform, const InputEvent &p_event) { return collision_polygon_editor->forward_gui_input(p_event); }
virtual String get_name() const { return "LightOccluder2D"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
LightOccluder2DEditorPlugin(EditorNode *p_node);
~LightOccluder2DEditorPlugin();
};
#endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H