godot/editor/plugins/tiles/tile_set_editor.h
Gilles Roudière a3dda2df85 Rework the TileSet resource and TileMap nodes:
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
  collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
2021-05-07 18:06:17 +02:00

95 lines
4.4 KiB
C++

/*************************************************************************/
/* tile_set_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef TILE_SET_EDITOR_H
#define TILE_SET_EDITOR_H
#include "scene/gui/box_container.h"
#include "scene/resources/tile_set.h"
#include "tile_data_editors.h"
#include "tile_set_atlas_source_editor.h"
class TileSetEditor : public VBoxContainer {
GDCLASS(TileSetEditor, VBoxContainer);
static TileSetEditor *singleton;
private:
Ref<TileSet> tile_set;
bool tile_set_changed_needs_update = false;
Label *no_source_selected_label;
TileSetAtlasSourceEditor *tile_set_atlas_source_editor;
UndoRedo *undo_redo = EditorNode::get_undo_redo();
void _update_atlas_sources_list(int force_selected_id = -1);
// List of tile data editors.
TileDataTextureOffsetEditor *tile_data_texture_offset_editor = memnew(TileDataTextureOffsetEditor);
TileDataPositionEditor *tile_data_position_editor = memnew(TileDataPositionEditor);
TileDataIntegerEditor *tile_data_integer_editor = memnew(TileDataIntegerEditor);
TileDataFloatEditor *tile_data_float_editor = memnew(TileDataFloatEditor);
TileDataOcclusionShapeEditor *tile_data_occlusion_shape_editor = memnew(TileDataOcclusionShapeEditor);
TileDataCollisionShapeEditor *tile_data_collision_shape_editor = memnew(TileDataCollisionShapeEditor);
TileDataTerrainsEditor *tile_data_terrains_editor = memnew(TileDataTerrainsEditor);
TileDataNavigationPolygonEditor *tile_data_navigation_polygon_editor = memnew(TileDataNavigationPolygonEditor);
// -- Sources management --
Button *sources_delete_button;
Button *sources_add_button;
ItemList *sources_list;
Ref<Texture2D> missing_texture_texture;
void _source_selected(int p_source_index);
void _source_add_pressed();
void _source_delete_pressed();
void _tile_set_changed();
void _undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
_FORCE_INLINE_ static TileSetEditor *get_singleton() { return singleton; }
TileDataEditor *get_tile_data_editor(String property);
void edit(Ref<TileSet> p_tile_set);
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
TileSetEditor();
~TileSetEditor();
};
#endif // TILE_SET_EDITOR_PLUGIN_H