godot/editor/plugins/tiles/tile_atlas_view.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

154 lines
5.6 KiB
C++

/*************************************************************************/
/* tile_atlas_view.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 */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/
#ifndef TILE_ATLAS_VIEW_H
#define TILE_ATLAS_VIEW_H
#include "editor/editor_zoom_widget.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/margin_container.h"
#include "scene/gui/scroll_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/resources/tile_set.h"
class TileAtlasView : public Control {
GDCLASS(TileAtlasView, Control);
private:
TileSet *tile_set;
TileSetAtlasSource *tile_set_atlas_source;
int source_id = -1;
float previous_zoom = 1.0;
EditorZoomWidget *zoom_widget;
void _zoom_widget_changed();
void _scroll_changed();
void _update_zoom(float p_zoom, bool p_zoom_on_mouse_pos = false, Vector2i p_scroll = Vector2i(-1, -1));
void _gui_input(const Ref<InputEvent> &p_event);
Map<Vector2, Map<int, Rect2i>> alternative_tiles_rect_cache;
void _update_alternative_tiles_rect_cache();
ScrollContainer *scroll_container;
MarginContainer *margin_container;
int margin_container_paddings[4] = { 0, 0, 0, 0 };
HBoxContainer *hbox;
Label *missing_source_label;
// Background
Control *background_left;
void _draw_background_left();
Control *background_right;
void _draw_background_right();
// Left side.
Control *base_tiles_root_control;
void _base_tiles_root_control_gui_input(const Ref<InputEvent> &p_event);
Control *base_tiles_drawing_root;
Control *base_tiles_draw;
void _draw_base_tiles();
Control *base_tiles_texture_grid;
void _draw_base_tiles_texture_grid();
Control *base_tiles_shape_grid;
void _draw_base_tiles_shape_grid();
Control *base_tiles_dark;
void _draw_base_tiles_dark();
Size2i _compute_base_tiles_control_size();
// Right side.
Control *alternative_tiles_root_control;
void _alternative_tiles_root_control_gui_input(const Ref<InputEvent> &p_event);
Control *alternative_tiles_drawing_root;
Control *alternatives_draw;
void _draw_alternatives();
Size2i _compute_alternative_tiles_control_size();
protected:
static void _bind_methods();
public:
// Global.
void set_atlas_source(TileSet *p_tile_set, TileSetAtlasSource *p_tile_set_atlas_source, int p_source_id);
ScrollContainer *get_scroll_container() { return scroll_container; };
float get_zoom() const;
void set_transform(float p_zoom, Vector2i p_scroll);
void set_padding(Side p_side, int p_padding);
// Left side.
void set_texture_grid_visible(bool p_visible) { base_tiles_texture_grid->set_visible(p_visible); };
void set_dark_visible(bool p_visible) { base_tiles_dark->set_visible(p_visible); };
void set_tile_shape_grid_visible(bool p_visible) { base_tiles_shape_grid->set_visible(p_visible); };
Vector2i get_atlas_tile_coords_at_pos(const Vector2 p_pos) const;
void add_control_over_atlas_tiles(Control *p_control, bool scaled = true) {
if (scaled) {
base_tiles_drawing_root->add_child(p_control);
} else {
base_tiles_root_control->add_child(p_control);
}
p_control->set_mouse_filter(Control::MOUSE_FILTER_PASS);
};
// Right side.
Vector3i get_alternative_tile_at_pos(const Vector2 p_pos) const;
Rect2i get_alternative_tile_rect(const Vector2i p_coords, int p_alternative_tile);
void add_control_over_alternative_tiles(Control *p_control, bool scaled = true) {
if (scaled) {
alternative_tiles_drawing_root->add_child(p_control);
} else {
alternative_tiles_root_control->add_child(p_control);
}
p_control->set_mouse_filter(Control::MOUSE_FILTER_PASS);
};
// Update everything.
void update();
TileAtlasView();
};
#endif // TILE_ATLAS_VIEW