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			141 lines
		
	
	
	
		
			5.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
	
		
			5.4 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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#include "skeleton_2d_editor_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/editor_undo_redo_manager.h"
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#include "editor/plugins/canvas_item_editor_plugin.h"
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#include "scene/2d/mesh_instance_2d.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/menu_button.h"
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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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void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
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	node = p_sprite;
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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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	switch (p_option) {
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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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			EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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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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		} break;
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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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			EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
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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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		} break;
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	}
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}
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void Skeleton2DEditor::_bind_methods() {
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}
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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"));
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	options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_theme_icon(SNAME("Skeleton2D"), SNAME("EditorIcons")));
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	options->get_popup()->add_item(TTR("Reset to Rest Pose"), MENU_OPTION_SET_REST);
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	options->get_popup()->add_separator();
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	// Use the "Overwrite" word to highlight that this is a destructive operation.
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	options->get_popup()->add_item(TTR("Overwrite Rest Pose"), MENU_OPTION_MAKE_REST);
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	options->set_switch_on_hover(true);
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	options->get_popup()->connect("id_pressed", callable_mp(this, &Skeleton2DEditor::_menu_option));
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	err_dialog = memnew(AcceptDialog);
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	add_child(err_dialog);
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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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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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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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Skeleton2DEditorPlugin::Skeleton2DEditorPlugin() {
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	sprite_editor = memnew(Skeleton2DEditor);
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	EditorNode::get_singleton()->get_main_screen_control()->add_child(sprite_editor);
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	make_visible(false);
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	//sprite_editor->options->hide();
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}
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Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
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}
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