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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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			139 lines
		
	
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  skeleton_2d_editor_plugin.cpp                                        */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 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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| 
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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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| 
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| void Skeleton2DEditor::_node_removed(Node *p_node) {
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| 	if (p_node == node) {
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| 		node = nullptr;
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| 		options->hide();
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| 	}
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| }
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| 
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| void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
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| 	node = p_sprite;
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| }
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| 
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| void Skeleton2DEditor::_menu_option(int p_option) {
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| 	if (!node) {
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| 		return;
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| 	}
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| 
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| 	switch (p_option) {
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| 		case MENU_OPTION_MAKE_REST: {
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| 			if (node->get_bone_count() == 0) {
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| 				err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
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| 				err_dialog->popup_centered();
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| 				return;
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| 			}
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| 			UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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| 			ur->create_action(TTR("Create Rest Pose from Bones"));
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| 			for (int i = 0; i < node->get_bone_count(); i++) {
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| 				Bone2D *bone = node->get_bone(i);
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| 				ur->add_do_method(bone, "set_rest", bone->get_transform());
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| 				ur->add_undo_method(bone, "set_rest", bone->get_rest());
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| 			}
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| 			ur->commit_action();
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| 
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| 		} break;
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| 		case MENU_OPTION_SET_REST: {
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| 			if (node->get_bone_count() == 0) {
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| 				err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
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| 				err_dialog->popup_centered();
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| 				return;
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| 			}
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| 			UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
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| 			ur->create_action(TTR("Set Rest Pose to Bones"));
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| 			for (int i = 0; i < node->get_bone_count(); i++) {
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| 				Bone2D *bone = node->get_bone(i);
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| 				ur->add_do_method(bone, "set_transform", bone->get_rest());
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| 				ur->add_undo_method(bone, "set_transform", bone->get_transform());
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| 			}
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| 			ur->commit_action();
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| 
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| 		} break;
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| 	}
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| }
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| 
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| void Skeleton2DEditor::_bind_methods() {
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| }
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| 
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| Skeleton2DEditor::Skeleton2DEditor() {
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| 	options = memnew(MenuButton);
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| 
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| 	CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
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| 
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| 	options->set_text(TTR("Skeleton2D"));
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| 	options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon("Skeleton2D", "EditorIcons"));
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| 
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| 	options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
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| 	options->get_popup()->add_separator();
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| 	options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
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| 	options->set_switch_on_hover(true);
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| 
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| 	options->get_popup()->connect("id_pressed", callable_mp(this, &Skeleton2DEditor::_menu_option));
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| 
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| 	err_dialog = memnew(AcceptDialog);
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| 	add_child(err_dialog);
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| }
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| 
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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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| }
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| 
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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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| }
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| 
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| void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
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| 	if (p_visible) {
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| 		sprite_editor->options->show();
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| 	} else {
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| 		sprite_editor->options->hide();
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| 		sprite_editor->edit(nullptr);
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| 	}
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| }
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| 
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| Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
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| 	editor = p_node;
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| 	sprite_editor = memnew(Skeleton2DEditor);
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| 	editor->get_main_control()->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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| 
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| Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
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| }
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