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Move UV editor to bottom panel to allow realtime preview of results. Rename the editor to Polygon editor. Refactor enums and rename polygon editor members. Remove "uv" prefixes and clarify some names. Reorder/regroup some members in header file.
200 lines
6.3 KiB
C++
200 lines
6.3 KiB
C++
/**************************************************************************/
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/* polygon_2d_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) 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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#ifndef POLYGON_2D_EDITOR_PLUGIN_H
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#define POLYGON_2D_EDITOR_PLUGIN_H
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#include "editor/plugins/abstract_polygon_2d_editor.h"
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#include "scene/2d/polygon_2d.h"
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class AcceptDialog;
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class ButtonGroup;
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class EditorZoomWidget;
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class HScrollBar;
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class HSlider;
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class Label;
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class MenuButton;
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class Panel;
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class ScrollContainer;
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class SpinBox;
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class TextureRect;
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class ViewPanner;
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class VScrollBar;
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class Polygon2DEditor : public AbstractPolygon2DEditor {
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GDCLASS(Polygon2DEditor, AbstractPolygon2DEditor);
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enum {
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MENU_POLYGON_TO_UV,
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MENU_UV_TO_POLYGON,
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MENU_UV_CLEAR,
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MENU_GRID_SETTINGS,
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};
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enum Mode {
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MODE_POINTS,
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MODE_POLYGONS,
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MODE_UV,
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MODE_BONES,
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MODE_MAX
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};
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enum Action {
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ACTION_CREATE,
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ACTION_CREATE_INTERNAL,
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ACTION_REMOVE_INTERNAL,
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ACTION_EDIT_POINT,
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ACTION_MOVE,
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ACTION_ROTATE,
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ACTION_SCALE,
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ACTION_ADD_POLYGON,
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ACTION_REMOVE_POLYGON,
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ACTION_PAINT_WEIGHT,
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ACTION_CLEAR_WEIGHT,
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ACTION_MAX
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};
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Polygon2D *node = nullptr;
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Polygon2D *previous_node = nullptr;
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Button *dock_button = nullptr;
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VBoxContainer *polygon_edit = nullptr;
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Mode current_mode = MODE_MAX; // Uninitialized.
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Button *mode_buttons[MODE_MAX];
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Action selected_action = ACTION_CREATE;
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Button *action_buttons[ACTION_MAX];
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Button *b_snap_enable = nullptr;
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Button *b_snap_grid = nullptr;
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MenuButton *edit_menu = nullptr;
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Control *canvas = nullptr;
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Panel *canvas_background = nullptr;
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Polygon2D *preview_polygon = nullptr;
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EditorZoomWidget *zoom_widget = nullptr;
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HScrollBar *hscroll = nullptr;
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VScrollBar *vscroll = nullptr;
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bool center_view_on_draw = false;
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Ref<ViewPanner> panner;
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void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
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void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
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Vector2 draw_offset;
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real_t draw_zoom = 1.0;
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VBoxContainer *bone_scroll_main_vb = nullptr;
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ScrollContainer *bone_scroll = nullptr;
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VBoxContainer *bone_scroll_vb = nullptr;
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Button *sync_bones = nullptr;
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HSlider *bone_paint_strength = nullptr;
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SpinBox *bone_paint_radius = nullptr;
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Label *bone_paint_radius_label = nullptr;
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bool bone_painting = false;
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int bone_painting_bone = 0;
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Vector<float> prev_weights;
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Vector2 bone_paint_pos;
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AcceptDialog *grid_settings = nullptr;
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void _sync_bones();
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void _update_bone_list();
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Vector<Vector2> editing_points;
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Vector<Vector2> previous_uv;
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Vector<Vector2> previous_polygon;
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Vector<Color> previous_colors;
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int previous_internal_vertices = 0;
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Array previous_bones;
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Array previous_polygons;
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Vector2 create_to;
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int point_drag_index = -1;
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bool is_dragging = false;
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bool is_creating = false;
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Vector<int> polygon_create;
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Action current_action = ACTION_CREATE;
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Vector2 drag_from;
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AcceptDialog *error = nullptr;
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bool use_snap = false;
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bool snap_show_grid = false;
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Vector2 snap_offset;
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Vector2 snap_step;
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void _edit_menu_option(int p_option);
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void _cancel_editing();
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void _update_polygon_editing_state();
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void _update_available_modes();
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void _center_view();
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void _update_zoom_and_pan(bool p_zoom_at_center);
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void _canvas_input(const Ref<InputEvent> &p_input);
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void _center_view_on_draw(bool p_enabled = true);
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void _canvas_draw();
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void _set_action(int p_mode);
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void _set_use_snap(bool p_use);
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void _set_show_grid(bool p_show);
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void _set_snap_off_x(real_t p_val);
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void _set_snap_off_y(real_t p_val);
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void _set_snap_step_x(real_t p_val);
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void _set_snap_step_y(real_t p_val);
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void _select_mode(int p_mode);
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void _bone_paint_selected(int p_index);
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int _get_polygon_count() const override;
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protected:
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virtual Node2D *_get_node() const override;
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virtual void _set_node(Node *p_polygon) override;
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virtual Vector2 _get_offset(int p_idx) const override;
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virtual bool _has_uv() const override { return true; }
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virtual void _commit_action() override;
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void _notification(int p_what);
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static void _bind_methods();
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Vector2 snap_point(Vector2 p_target) const;
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public:
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Polygon2DEditor();
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};
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class Polygon2DEditorPlugin : public AbstractPolygon2DEditorPlugin {
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GDCLASS(Polygon2DEditorPlugin, AbstractPolygon2DEditorPlugin);
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public:
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Polygon2DEditorPlugin();
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};
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#endif // POLYGON_2D_EDITOR_PLUGIN_H
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