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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  skeleton_2d_editor_plugin.cpp                                        */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2019-01-01 12:53:14 +01:00
										 |  |  | /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */ | 
					
						
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											2018-05-16 14:19:33 -03:00
										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | 
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										 |  |  | #include "skeleton_2d_editor_plugin.h"
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							|  |  |  | 
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							|  |  |  | #include "canvas_item_editor_plugin.h"
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							|  |  |  | #include "scene/2d/mesh_instance_2d.h"
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							|  |  |  | #include "scene/gui/box_container.h"
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							|  |  |  | #include "thirdparty/misc/clipper.hpp"
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							|  |  |  | void Skeleton2DEditor::_node_removed(Node *p_node) { | 
					
						
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							|  |  |  | 	if (p_node == node) { | 
					
						
							|  |  |  | 		node = NULL; | 
					
						
							|  |  |  | 		options->hide(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Skeleton2DEditor::edit(Skeleton2D *p_sprite) { | 
					
						
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							|  |  |  | 	node = p_sprite; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Skeleton2DEditor::_menu_option(int p_option) { | 
					
						
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										 |  |  | 	if (!node) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	switch (p_option) { | 
					
						
							|  |  |  | 		case MENU_OPTION_MAKE_REST: { | 
					
						
							|  |  |  | 
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							|  |  |  | 			if (node->get_bone_count() == 0) { | 
					
						
							|  |  |  | 				err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes.")); | 
					
						
							|  |  |  | 				err_dialog->popup_centered_minsize(); | 
					
						
							|  |  |  | 				return; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); | 
					
						
							|  |  |  | 			ur->create_action("Create Rest Pose from Bones"); | 
					
						
							|  |  |  | 			for (int i = 0; i < node->get_bone_count(); i++) { | 
					
						
							|  |  |  | 				Bone2D *bone = node->get_bone(i); | 
					
						
							|  |  |  | 				ur->add_do_method(bone, "set_rest", bone->get_transform()); | 
					
						
							|  |  |  | 				ur->add_undo_method(bone, "set_rest", bone->get_rest()); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			ur->commit_action(); | 
					
						
							|  |  |  | 
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							|  |  |  | 		} break; | 
					
						
							|  |  |  | 		case MENU_OPTION_SET_REST: { | 
					
						
							|  |  |  | 			if (node->get_bone_count() == 0) { | 
					
						
							|  |  |  | 				err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes.")); | 
					
						
							|  |  |  | 				err_dialog->popup_centered_minsize(); | 
					
						
							|  |  |  | 				return; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo(); | 
					
						
							|  |  |  | 			ur->create_action("Set Rest Pose to Bones"); | 
					
						
							|  |  |  | 			for (int i = 0; i < node->get_bone_count(); i++) { | 
					
						
							|  |  |  | 				Bone2D *bone = node->get_bone(i); | 
					
						
							|  |  |  | 				ur->add_do_method(bone, "set_transform", bone->get_rest()); | 
					
						
							|  |  |  | 				ur->add_undo_method(bone, "set_transform", bone->get_transform()); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			ur->commit_action(); | 
					
						
							|  |  |  | 
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							|  |  |  | 		} break; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Skeleton2DEditor::_bind_methods() { | 
					
						
							|  |  |  | 
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							|  |  |  | 	ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Skeleton2DEditor::Skeleton2DEditor() { | 
					
						
							|  |  |  | 
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							|  |  |  | 	options = memnew(MenuButton); | 
					
						
							|  |  |  | 
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							|  |  |  | 	CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options); | 
					
						
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							|  |  |  | 	options->set_text(TTR("Skeleton2D")); | 
					
						
							|  |  |  | 	options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons")); | 
					
						
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							|  |  |  | 	options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST); | 
					
						
							|  |  |  | 	options->get_popup()->add_separator(); | 
					
						
							|  |  |  | 	options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST); | 
					
						
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							|  |  |  | 	options->get_popup()->connect("id_pressed", this, "_menu_option"); | 
					
						
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							|  |  |  | 	err_dialog = memnew(AcceptDialog); | 
					
						
							|  |  |  | 	add_child(err_dialog); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Skeleton2DEditorPlugin::edit(Object *p_object) { | 
					
						
							|  |  |  | 
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							|  |  |  | 	sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | bool Skeleton2DEditorPlugin::handles(Object *p_object) const { | 
					
						
							|  |  |  | 
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							|  |  |  | 	return p_object->is_class("Skeleton2D"); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Skeleton2DEditorPlugin::make_visible(bool p_visible) { | 
					
						
							|  |  |  | 
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							|  |  |  | 	if (p_visible) { | 
					
						
							|  |  |  | 		sprite_editor->options->show(); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 
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							|  |  |  | 		sprite_editor->options->hide(); | 
					
						
							|  |  |  | 		sprite_editor->edit(NULL); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) { | 
					
						
							|  |  |  | 
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							|  |  |  | 	editor = p_node; | 
					
						
							|  |  |  | 	sprite_editor = memnew(Skeleton2DEditor); | 
					
						
							|  |  |  | 	editor->get_viewport()->add_child(sprite_editor); | 
					
						
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										 |  |  | 	make_visible(false); | 
					
						
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										 |  |  | 
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							|  |  |  | 	//sprite_editor->options->hide();
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							|  |  |  | } | 
					
						
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							|  |  |  | Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() { | 
					
						
							|  |  |  | } |