godot/tools/editor/plugins/light_occluder_2d_editor_plugin.h
Juan Linietsky a1f715a4da support for 2D shadow casters
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.
2015-03-02 00:54:43 -03:00

88 lines
1.9 KiB
C++

#ifndef LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
#define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/button_group.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CanvasItemEditor;
class LightOccluder2DEditor : public HBoxContainer {
OBJ_TYPE(LightOccluder2DEditor, 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;
LightOccluder2D *node;
MenuButton *options;
int edited_point;
Vector2 edited_point_pos;
Vector<Vector2> pre_move_edit;
Vector<Vector2> wip;
bool wip_active;
ConfirmationDialog *create_poly;
void _wip_close(bool p_closed);
void _canvas_draw();
void _menu_option(int p_option);
void _create_poly();
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
Vector2 snap_point(const Vector2& p_point) const;
bool forward_input_event(const InputEvent& p_event);
void edit(Node *p_collision_polygon);
LightOccluder2DEditor(EditorNode *p_editor);
};
class LightOccluder2DEditorPlugin : public EditorPlugin {
OBJ_TYPE( LightOccluder2DEditorPlugin, EditorPlugin );
LightOccluder2DEditor *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 "LightOccluder2D"; }
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);
LightOccluder2DEditorPlugin(EditorNode *p_node);
~LightOccluder2DEditorPlugin();
};
#endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H