godot/tools/editor/plugins/polygon_2d_editor_plugin.h
MarianoGNU 3e6aaec193 Add SpriteRegionEditor and update Polygon2DUVEditor
Both with snap and grid support
2015-09-28 00:06:06 -03:00

140 lines
2.9 KiB
C++

#ifndef POLYGON_2D_EDITOR_PLUGIN_H
#define POLYGON_2D_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/2d/polygon_2d.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/button_group.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CanvasItemEditor;
class Polygon2DEditor : public HBoxContainer {
OBJ_TYPE(Polygon2DEditor, HBoxContainer );
UndoRedo *undo_redo;
enum Mode {
MODE_CREATE,
MODE_EDIT,
MODE_EDIT_UV,
UVEDIT_POLYGON_TO_UV,
UVEDIT_UV_TO_POLYGON,
UVEDIT_UV_CLEAR
};
enum UVMode {
UV_MODE_EDIT_POINT,
UV_MODE_MOVE,
UV_MODE_ROTATE,
UV_MODE_SCALE,
UV_MODE_MAX
};
Mode mode;
UVMode uv_mode;
AcceptDialog *uv_edit;
ToolButton *uv_button[4];
ToolButton *b_snap_enable;
ToolButton *b_snap_grid;
Control *uv_edit_draw;
HSlider *uv_zoom;
SpinBox *uv_zoom_value;
HScrollBar *uv_hscroll;
VScrollBar *uv_vscroll;
MenuButton *uv_menu;
TextureFrame *uv_icon_zoom;
Vector2 uv_draw_ofs;
float uv_draw_zoom;
DVector<Vector2> uv_prev;
int uv_drag_index;
bool uv_drag;
UVMode uv_move_current;
Vector2 uv_drag_from;
bool updating_uv_scroll;
AcceptDialog *error;
ToolButton *button_create;
ToolButton *button_edit;
ToolButton *button_uv;
CanvasItemEditor *canvas_item_editor;
EditorNode *editor;
Panel *panel;
Polygon2D *node;
MenuButton *options;
int edited_point;
Vector2 edited_point_pos;
Vector<Vector2> pre_move_edit;
Vector<Vector2> wip;
bool wip_active;
bool use_snap;
bool snap_show_grid;
Vector2 snap_offset;
Vector2 snap_step;
void _uv_scroll_changed(float);
void _uv_input(const InputEvent& p_input);
void _uv_draw();
void _uv_mode(int p_mode);
void _wip_close();
void _canvas_draw();
void _menu_option(int p_option);
void _set_use_snap(bool p_use);
void _set_show_grid(bool p_show);
void _set_snap_off_x(float p_val);
void _set_snap_off_y(float p_val);
void _set_snap_step_x(float p_val);
void _set_snap_step_y(float p_val);
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
Vector2 snap_point(Vector2 p_target) const;
public:
bool forward_input_event(const InputEvent& p_event);
void edit(Node *p_collision_polygon);
Polygon2DEditor(EditorNode *p_editor);
};
class Polygon2DEditorPlugin : public EditorPlugin {
OBJ_TYPE( Polygon2DEditorPlugin, EditorPlugin );
Polygon2DEditor *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 "Polygon2D"; }
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);
Polygon2DEditorPlugin(EditorNode *p_node);
~Polygon2DEditorPlugin();
};
#endif // POLYGON_2D_EDITOR_PLUGIN_H