godot/tools/editor/plugins/collision_polygon_2d_editor_plugin.h
Carl Olsson e2c8aecb3d Better 2D Snapping
Consolidated duplicate snapping functions into CanvasItemEditor.
Allow non-square grids.
Add grid origin offsets.
Allow seperate toggling of grid display.
Add rotation snapping.
Add offset snapping.
2015-02-15 18:00:55 +10:00

84 lines
1.9 KiB
C++

#ifndef COLLISION_POLYGON_2D_EDITOR_PLUGIN_H
#define COLLISION_POLYGON_2D_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/2d/collision_polygon_2d.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/button_group.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CanvasItemEditor;
class CollisionPolygon2DEditor : public HBoxContainer {
OBJ_TYPE(CollisionPolygon2DEditor, HBoxContainer );
UndoRedo *undo_redo;
enum Mode {
MODE_CREATE,
MODE_EDIT,
};
Mode mode;
ToolButton *button_create;
ToolButton *button_edit;
CanvasItemEditor *canvas_item_editor;
EditorNode *editor;
Panel *panel;
CollisionPolygon2D *node;
MenuButton *options;
int edited_point;
Vector2 edited_point_pos;
Vector<Vector2> pre_move_edit;
Vector<Vector2> wip;
bool wip_active;
void _wip_close();
void _canvas_draw();
void _menu_option(int p_option);
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
bool forward_input_event(const InputEvent& p_event);
void edit(Node *p_collision_polygon);
CollisionPolygon2DEditor(EditorNode *p_editor);
};
class CollisionPolygon2DEditorPlugin : public EditorPlugin {
OBJ_TYPE( CollisionPolygon2DEditorPlugin, EditorPlugin );
CollisionPolygon2DEditor *collision_polygon_editor;
EditorNode *editor;
public:
virtual bool forward_input_event(const InputEvent& p_event) { return collision_polygon_editor->forward_input_event(p_event); }
virtual String get_name() const { return "CollisionPolygon2D"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
CollisionPolygon2DEditorPlugin(EditorNode *p_node);
~CollisionPolygon2DEditorPlugin();
};
#endif // COLLISION_POLYGON_2D_EDITOR_PLUGIN_H