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 🎆
(cherry picked from commit b5334d14f7
)
151 lines
5.3 KiB
C++
151 lines
5.3 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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#include "skeleton_2d_editor_plugin.h"
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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) {
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node = NULL;
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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_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_minsize();
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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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} 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_minsize();
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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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} break;
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}
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}
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void Skeleton2DEditor::_bind_methods() {
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ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
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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_icon("Skeleton2D", "EditorIcons"));
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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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options->get_popup()->connect("id_pressed", this, "_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(NULL);
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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_viewport()->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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