31b7f02a29
ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
170 lines
5.4 KiB
C++
170 lines
5.4 KiB
C++
/*************************************************************************/
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/* texture_region_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 TEXTURE_REGION_EDITOR_PLUGIN_H
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#define TEXTURE_REGION_EDITOR_PLUGIN_H
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#include "canvas_item_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/sprite_2d.h"
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#include "scene/3d/sprite_3d.h"
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#include "scene/gui/nine_patch_rect.h"
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#include "scene/resources/style_box.h"
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#include "scene/resources/texture.h"
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/**
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@author Mariano Suligoy
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*/
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class TextureRegionEditor : public VBoxContainer {
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GDCLASS(TextureRegionEditor, VBoxContainer);
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enum SnapMode {
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SNAP_NONE,
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SNAP_PIXEL,
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SNAP_GRID,
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SNAP_AUTOSLICE
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};
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friend class TextureRegionEditorPlugin;
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OptionButton *snap_mode_button;
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Button *zoom_in;
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Button *zoom_reset;
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Button *zoom_out;
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HBoxContainer *hb_grid; //For showing/hiding the grid controls when changing the SnapMode
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SpinBox *sb_step_y;
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SpinBox *sb_step_x;
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SpinBox *sb_off_y;
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SpinBox *sb_off_x;
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SpinBox *sb_sep_y;
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SpinBox *sb_sep_x;
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Panel *edit_draw;
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VScrollBar *vscroll;
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HScrollBar *hscroll;
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EditorNode *editor;
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UndoRedo *undo_redo;
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Vector2 draw_ofs;
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float draw_zoom;
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bool updating_scroll;
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int snap_mode;
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Vector2 snap_offset;
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Vector2 snap_step;
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Vector2 snap_separation;
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Sprite2D *node_sprite;
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Sprite3D *node_sprite_3d;
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NinePatchRect *node_ninepatch;
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Ref<StyleBoxTexture> obj_styleBox;
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Ref<AtlasTexture> atlas_tex;
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Rect2 rect;
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Rect2 rect_prev;
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float prev_margin;
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int edited_margin;
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Map<RID, List<Rect2>> cache_map;
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List<Rect2> autoslice_cache;
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bool autoslice_is_dirty;
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bool drag;
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bool creating;
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Vector2 drag_from;
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int drag_index;
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void _set_snap_mode(int p_mode);
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void _set_snap_off_x(float p_val);
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void _set_snap_off_y(float p_val);
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void _set_snap_step_x(float p_val);
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void _set_snap_step_y(float p_val);
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void _set_snap_sep_x(float p_val);
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void _set_snap_sep_y(float p_val);
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void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
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void _zoom_in();
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void _zoom_reset();
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void _zoom_out();
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void apply_rect(const Rect2 &p_rect);
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void _update_rect();
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void _update_autoslice();
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protected:
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void _notification(int p_what);
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void _node_removed(Object *p_obj);
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static void _bind_methods();
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Vector2 snap_point(Vector2 p_target) const;
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virtual void _changed_callback(Object *p_changed, const char *p_prop);
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public:
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void _edit_region();
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void _region_draw();
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void _region_input(const Ref<InputEvent> &p_input);
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void _scroll_changed(float);
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bool is_stylebox();
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bool is_atlas_texture();
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bool is_ninepatch();
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Sprite3D *get_sprite_3d();
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Sprite2D *get_sprite();
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void edit(Object *p_obj);
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TextureRegionEditor(EditorNode *p_editor);
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};
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class TextureRegionEditorPlugin : public EditorPlugin {
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GDCLASS(TextureRegionEditorPlugin, EditorPlugin);
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bool manually_hidden;
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Button *texture_region_button;
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TextureRegionEditor *region_editor;
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EditorNode *editor;
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protected:
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static void _bind_methods();
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void _editor_visiblity_changed();
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public:
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virtual String get_name() const { return "TextureRegion"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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void set_state(const Dictionary &p_state);
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Dictionary get_state() const;
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TextureRegionEditorPlugin(EditorNode *p_node);
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};
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#endif // TEXTURE_REGION_EDITOR_PLUGIN_H
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