Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
87 lines
1.9 KiB
C++
87 lines
1.9 KiB
C++
#ifndef LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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#define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/2d/light_occluder_2d.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/button_group.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CanvasItemEditor;
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class LightOccluder2DEditor : public HBoxContainer {
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OBJ_TYPE(LightOccluder2DEditor, HBoxContainer );
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UndoRedo *undo_redo;
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enum Mode {
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MODE_CREATE,
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MODE_EDIT,
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};
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Mode mode;
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ToolButton *button_create;
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ToolButton *button_edit;
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CanvasItemEditor *canvas_item_editor;
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EditorNode *editor;
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Panel *panel;
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LightOccluder2D *node;
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MenuButton *options;
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int edited_point;
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Vector2 edited_point_pos;
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Vector<Vector2> pre_move_edit;
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Vector<Vector2> wip;
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bool wip_active;
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ConfirmationDialog *create_poly;
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void _wip_close(bool p_closed);
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void _canvas_draw();
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void _menu_option(int p_option);
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void _create_poly();
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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Vector2 snap_point(const Vector2& p_point) const;
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bool forward_input_event(const InputEvent& p_event);
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void edit(Node *p_collision_polygon);
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LightOccluder2DEditor(EditorNode *p_editor);
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};
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class LightOccluder2DEditorPlugin : public EditorPlugin {
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OBJ_TYPE( LightOccluder2DEditorPlugin, EditorPlugin );
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LightOccluder2DEditor *collision_polygon_editor;
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EditorNode *editor;
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public:
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virtual bool forward_input_event(const InputEvent& p_event) { return collision_polygon_editor->forward_input_event(p_event); }
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virtual String get_name() const { return "LightOccluder2D"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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LightOccluder2DEditorPlugin(EditorNode *p_node);
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~LightOccluder2DEditorPlugin();
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};
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#endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
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