godot/editor/plugins/skeleton_2d_editor_plugin.h

84 lines
3.4 KiB
C++

/*************************************************************************/
/* skeleton_2d_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 */
/* 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 SKELETON_2D_EDITOR_PLUGIN_H
#define SKELETON_2D_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/skeleton_2d.h"
#include "scene/gui/spin_box.h"
class Skeleton2DEditor : public Control {
GDCLASS(Skeleton2DEditor, Control);
enum Menu {
MENU_OPTION_SET_REST,
MENU_OPTION_MAKE_REST,
};
Skeleton2D *node;
MenuButton *options;
AcceptDialog *err_dialog;
void _menu_option(int p_option);
//void _create_uv_lines();
friend class Skeleton2DEditorPlugin;
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(Skeleton2D *p_sprite);
Skeleton2DEditor();
};
class Skeleton2DEditorPlugin : public EditorPlugin {
GDCLASS(Skeleton2DEditorPlugin, EditorPlugin);
Skeleton2DEditor *sprite_editor;
EditorNode *editor;
public:
virtual String get_name() const override { return "Skeleton2D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
Skeleton2DEditorPlugin(EditorNode *p_node);
~Skeleton2DEditorPlugin();
};
#endif // SKELETON_2D_EDITOR_PLUGIN_H