godot/editor/plugins/canvas_item_editor_plugin.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

722 lines
21 KiB
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/*************************************************************************/
/* canvas_item_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CONTROL_EDITOR_PLUGIN_H
#define CONTROL_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/canvas_item.h"
#include "scene/gui/box_container.h"
#include "scene/gui/check_box.h"
#include "scene/gui/label.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/spin_box.h"
class CanvasItemEditorViewport;
class CanvasItemEditorSelectedItem : public Object {
GDCLASS(CanvasItemEditorSelectedItem, Object);
public:
Transform2D prev_xform;
float prev_rot;
Rect2 prev_rect;
Vector2 prev_pivot;
float prev_anchors[4];
Transform2D pre_drag_xform;
Rect2 pre_drag_rect;
List<float> pre_drag_bones_length;
List<Dictionary> pre_drag_bones_undo_state;
Dictionary undo_state;
CanvasItemEditorSelectedItem() :
prev_anchors() {
prev_rot = 0;
}
};
class CanvasItemEditor : public VBoxContainer {
GDCLASS(CanvasItemEditor, VBoxContainer);
public:
enum Tool {
TOOL_SELECT,
TOOL_LIST_SELECT,
TOOL_MOVE,
TOOL_SCALE,
TOOL_ROTATE,
TOOL_EDIT_PIVOT,
TOOL_PAN,
TOOL_RULER,
TOOL_MAX
};
private:
EditorNode *editor;
enum SnapTarget {
SNAP_TARGET_NONE = 0,
SNAP_TARGET_PARENT,
SNAP_TARGET_SELF_ANCHORS,
SNAP_TARGET_SELF,
SNAP_TARGET_OTHER_NODE,
SNAP_TARGET_GUIDE,
SNAP_TARGET_GRID,
SNAP_TARGET_PIXEL
};
enum MenuOption {
SNAP_USE,
SNAP_USE_NODE_PARENT,
SNAP_USE_NODE_ANCHORS,
SNAP_USE_NODE_SIDES,
SNAP_USE_NODE_CENTER,
SNAP_USE_OTHER_NODES,
SNAP_USE_GRID,
SNAP_USE_GUIDES,
SNAP_USE_ROTATION,
SNAP_USE_SCALE,
SNAP_RELATIVE,
SNAP_CONFIGURE,
SNAP_USE_PIXEL,
SHOW_GRID,
SHOW_HELPERS,
SHOW_RULERS,
SHOW_GUIDES,
SHOW_ORIGIN,
SHOW_VIEWPORT,
SHOW_EDIT_LOCKS,
LOCK_SELECTED,
UNLOCK_SELECTED,
GROUP_SELECTED,
UNGROUP_SELECTED,
ANCHORS_AND_MARGINS_PRESET_TOP_LEFT,
ANCHORS_AND_MARGINS_PRESET_TOP_RIGHT,
ANCHORS_AND_MARGINS_PRESET_BOTTOM_LEFT,
ANCHORS_AND_MARGINS_PRESET_BOTTOM_RIGHT,
ANCHORS_AND_MARGINS_PRESET_CENTER_LEFT,
ANCHORS_AND_MARGINS_PRESET_CENTER_RIGHT,
ANCHORS_AND_MARGINS_PRESET_CENTER_TOP,
ANCHORS_AND_MARGINS_PRESET_CENTER_BOTTOM,
ANCHORS_AND_MARGINS_PRESET_CENTER,
ANCHORS_AND_MARGINS_PRESET_TOP_WIDE,
ANCHORS_AND_MARGINS_PRESET_LEFT_WIDE,
ANCHORS_AND_MARGINS_PRESET_RIGHT_WIDE,
ANCHORS_AND_MARGINS_PRESET_BOTTOM_WIDE,
ANCHORS_AND_MARGINS_PRESET_VCENTER_WIDE,
ANCHORS_AND_MARGINS_PRESET_HCENTER_WIDE,
ANCHORS_AND_MARGINS_PRESET_WIDE,
ANCHORS_AND_MARGINS_PRESET_KEEP_RATIO,
ANCHORS_PRESET_TOP_LEFT,
ANCHORS_PRESET_TOP_RIGHT,
ANCHORS_PRESET_BOTTOM_LEFT,
ANCHORS_PRESET_BOTTOM_RIGHT,
ANCHORS_PRESET_CENTER_LEFT,
ANCHORS_PRESET_CENTER_RIGHT,
ANCHORS_PRESET_CENTER_TOP,
ANCHORS_PRESET_CENTER_BOTTOM,
ANCHORS_PRESET_CENTER,
ANCHORS_PRESET_TOP_WIDE,
ANCHORS_PRESET_LEFT_WIDE,
ANCHORS_PRESET_RIGHT_WIDE,
ANCHORS_PRESET_BOTTOM_WIDE,
ANCHORS_PRESET_VCENTER_WIDE,
ANCHORS_PRESET_HCENTER_WIDE,
ANCHORS_PRESET_WIDE,
MARGINS_PRESET_TOP_LEFT,
MARGINS_PRESET_TOP_RIGHT,
MARGINS_PRESET_BOTTOM_LEFT,
MARGINS_PRESET_BOTTOM_RIGHT,
MARGINS_PRESET_CENTER_LEFT,
MARGINS_PRESET_CENTER_RIGHT,
MARGINS_PRESET_CENTER_TOP,
MARGINS_PRESET_CENTER_BOTTOM,
MARGINS_PRESET_CENTER,
MARGINS_PRESET_TOP_WIDE,
MARGINS_PRESET_LEFT_WIDE,
MARGINS_PRESET_RIGHT_WIDE,
MARGINS_PRESET_BOTTOM_WIDE,
MARGINS_PRESET_VCENTER_WIDE,
MARGINS_PRESET_HCENTER_WIDE,
MARGINS_PRESET_WIDE,
ANIM_INSERT_KEY,
ANIM_INSERT_KEY_EXISTING,
ANIM_INSERT_POS,
ANIM_INSERT_ROT,
ANIM_INSERT_SCALE,
ANIM_COPY_POSE,
ANIM_PASTE_POSE,
ANIM_CLEAR_POSE,
CLEAR_GUIDES,
VIEW_CENTER_TO_SELECTION,
VIEW_FRAME_TO_SELECTION,
PREVIEW_CANVAS_SCALE,
SKELETON_MAKE_BONES,
SKELETON_CLEAR_BONES,
SKELETON_SHOW_BONES,
SKELETON_SET_IK_CHAIN,
SKELETON_CLEAR_IK_CHAIN
};
enum DragType {
DRAG_NONE,
DRAG_BOX_SELECTION,
DRAG_LEFT,
DRAG_TOP_LEFT,
DRAG_TOP,
DRAG_TOP_RIGHT,
DRAG_RIGHT,
DRAG_BOTTOM_RIGHT,
DRAG_BOTTOM,
DRAG_BOTTOM_LEFT,
DRAG_ANCHOR_TOP_LEFT,
DRAG_ANCHOR_TOP_RIGHT,
DRAG_ANCHOR_BOTTOM_RIGHT,
DRAG_ANCHOR_BOTTOM_LEFT,
DRAG_ANCHOR_ALL,
DRAG_MOVE,
DRAG_SCALE_X,
DRAG_SCALE_Y,
DRAG_SCALE_BOTH,
DRAG_ROTATE,
DRAG_PIVOT,
DRAG_V_GUIDE,
DRAG_H_GUIDE,
DRAG_DOUBLE_GUIDE,
DRAG_KEY_MOVE
};
EditorSelection *editor_selection;
bool selection_menu_additive_selection;
Tool tool;
Control *viewport;
Control *viewport_scrollable;
HScrollBar *h_scroll;
VScrollBar *v_scroll;
HBoxContainer *hb;
ToolButton *zoom_minus;
ToolButton *zoom_reset;
ToolButton *zoom_plus;
Map<Control *, Timer *> popup_temporarily_timers;
Label *warning_child_of_container;
VBoxContainer *info_overlay;
Transform2D transform;
bool show_grid;
bool show_rulers;
bool show_guides;
bool show_origin;
bool show_viewport;
bool show_helpers;
bool show_edit_locks;
float zoom;
Point2 view_offset;
Point2 previous_update_view_offset;
bool selected_from_canvas;
bool anchors_mode;
Point2 grid_offset;
Point2 grid_step;
int primary_grid_steps;
int grid_step_multiplier;
float snap_rotation_step;
float snap_rotation_offset;
float snap_scale_step;
bool smart_snap_active;
bool grid_snap_active;
bool snap_node_parent;
bool snap_node_anchors;
bool snap_node_sides;
bool snap_node_center;
bool snap_other_nodes;
bool snap_guides;
bool snap_rotation;
bool snap_scale;
bool snap_relative;
bool snap_pixel;
bool skeleton_show_bones;
bool key_pos;
bool key_rot;
bool key_scale;
bool panning;
bool pan_pressed;
bool ruler_tool_active;
Point2 ruler_tool_origin;
MenuOption last_option;
struct _SelectResult {
CanvasItem *item;
float z_index;
bool has_z;
_FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const {
return has_z && p_rr.has_z ? p_rr.z_index < z_index : p_rr.has_z;
}
};
Vector<_SelectResult> selection_results;
struct _HoverResult {
Point2 position;
Ref<Texture> icon;
String name;
};
Vector<_HoverResult> hovering_results;
struct BoneList {
Transform2D xform;
float length;
uint64_t last_pass;
BoneList() :
length(0.f),
last_pass(0) {}
};
uint64_t bone_last_frame;
struct BoneKey {
ObjectID from;
ObjectID to;
_FORCE_INLINE_ bool operator<(const BoneKey &p_key) const {
if (from == p_key.from)
return to < p_key.to;
else
return from < p_key.from;
}
};
Map<BoneKey, BoneList> bone_list;
struct PoseClipboard {
Vector2 pos;
Vector2 scale;
float rot;
ObjectID id;
};
List<PoseClipboard> pose_clipboard;
ToolButton *select_button;
ToolButton *move_button;
ToolButton *scale_button;
ToolButton *rotate_button;
ToolButton *list_select_button;
ToolButton *pivot_button;
ToolButton *pan_button;
ToolButton *ruler_button;
ToolButton *smart_snap_button;
ToolButton *grid_snap_button;
MenuButton *snap_config_menu;
PopupMenu *smartsnap_config_popup;
ToolButton *lock_button;
ToolButton *unlock_button;
ToolButton *group_button;
ToolButton *ungroup_button;
MenuButton *skeleton_menu;
ToolButton *override_camera_button;
MenuButton *view_menu;
HBoxContainer *animation_hb;
MenuButton *animation_menu;
MenuButton *presets_menu;
PopupMenu *anchors_and_margins_popup;
PopupMenu *anchors_popup;
ToolButton *anchor_mode_button;
Button *key_loc_button;
Button *key_rot_button;
Button *key_scale_button;
Button *key_insert_button;
Button *key_auto_insert_button;
PopupMenu *selection_menu;
Control *top_ruler;
Control *left_ruler;
DragType drag_type;
Point2 drag_from;
Point2 drag_to;
Point2 drag_rotation_center;
List<CanvasItem *> drag_selection;
int dragged_guide_index;
Point2 dragged_guide_pos;
bool is_hovering_h_guide;
bool is_hovering_v_guide;
bool updating_value_dialog;
Point2 box_selecting_to;
Ref<StyleBoxTexture> select_sb;
Ref<Texture> select_handle;
Ref<Texture> anchor_handle;
Ref<ShortCut> drag_pivot_shortcut;
Ref<ShortCut> set_pivot_shortcut;
Ref<ShortCut> multiply_grid_step_shortcut;
Ref<ShortCut> divide_grid_step_shortcut;
Ref<ShortCut> pan_view_shortcut;
bool _is_node_locked(const Node *p_node);
bool _is_node_movable(const Node *p_node, bool p_popup_warning = false);
void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<_SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _get_canvas_items_at_pos(const Point2 &p_pos, Vector<_SelectResult> &r_items);
void _get_bones_at_pos(const Point2 &p_pos, Vector<_SelectResult> &r_items);
void _find_canvas_items_in_rect(const Rect2 &p_rect, Node *p_node, List<CanvasItem *> *r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append);
ConfirmationDialog *snap_dialog;
CanvasItem *ref_item;
void _add_canvas_item(CanvasItem *p_canvas_item);
void _save_canvas_item_ik_chain(const CanvasItem *p_canvas_item, List<float> *p_bones_length, List<Dictionary> *p_bones_state);
void _save_canvas_item_state(List<CanvasItem *> p_canvas_items, bool save_bones = false);
void _restore_canvas_item_ik_chain(CanvasItem *p_canvas_item, const List<Dictionary> *p_bones_state);
void _restore_canvas_item_state(List<CanvasItem *> p_canvas_items, bool restore_bones = false);
void _commit_canvas_item_state(List<CanvasItem *> p_canvas_items, String action_name, bool commit_bones = false);
Vector2 _anchor_to_position(const Control *p_control, Vector2 anchor);
Vector2 _position_to_anchor(const Control *p_control, Vector2 position);
void _popup_callback(int p_op);
bool updating_scroll;
void _update_scroll(float);
void _update_scrollbars();
void _append_canvas_item(CanvasItem *p_item);
void _snap_changed();
void _selection_result_pressed(int);
void _selection_menu_hide();
UndoRedo *undo_redo;
bool _build_bones_list(Node *p_node);
bool _get_bone_shape(Vector<Vector2> *shape, Vector<Vector2> *outline_shape, Map<BoneKey, BoneList>::Element *bone);
List<CanvasItem *> _get_edited_canvas_items(bool retreive_locked = false, bool remove_canvas_item_if_parent_in_selection = true);
Rect2 _get_encompassing_rect_from_list(List<CanvasItem *> p_list);
void _expand_encompassing_rect_using_children(Rect2 &r_rect, const Node *p_node, bool &r_first, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D(), bool include_locked_nodes = true);
Rect2 _get_encompassing_rect(const Node *p_node);
Object *_get_editor_data(Object *p_what);
void _insert_animation_keys(bool p_location, bool p_rotation, bool p_scale, bool p_on_existing);
void _keying_changed();
void _unhandled_key_input(const Ref<InputEvent> &p_ev);
void _draw_text_at_position(Point2 p_position, String p_string, Margin p_side);
void _draw_margin_at_position(int p_value, Point2 p_position, Margin p_side);
void _draw_percentage_at_position(float p_value, Point2 p_position, Margin p_side);
void _draw_straight_line(Point2 p_from, Point2 p_to, Color p_color);
void _draw_smart_snapping();
void _draw_rulers();
void _draw_guides();
void _draw_focus();
void _draw_grid();
void _draw_ruler_tool();
void _draw_control_anchors(Control *control);
void _draw_control_helpers(Control *control);
void _draw_selection();
void _draw_axis();
void _draw_bones();
void _draw_invisible_nodes_positions(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _draw_locks_and_groups(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _draw_hover();
void _draw_viewport();
bool _gui_input_anchors(const Ref<InputEvent> &p_event);
bool _gui_input_move(const Ref<InputEvent> &p_event);
bool _gui_input_open_scene_on_double_click(const Ref<InputEvent> &p_event);
bool _gui_input_scale(const Ref<InputEvent> &p_event);
bool _gui_input_pivot(const Ref<InputEvent> &p_event);
bool _gui_input_resize(const Ref<InputEvent> &p_event);
bool _gui_input_rotate(const Ref<InputEvent> &p_event);
bool _gui_input_select(const Ref<InputEvent> &p_event);
bool _gui_input_ruler_tool(const Ref<InputEvent> &p_event);
bool _gui_input_zoom_or_pan(const Ref<InputEvent> &p_event, bool p_already_accepted);
bool _gui_input_rulers_and_guides(const Ref<InputEvent> &p_event);
bool _gui_input_hover(const Ref<InputEvent> &p_event);
void _gui_input_viewport(const Ref<InputEvent> &p_event);
void _selection_changed();
void _focus_selection(int p_op);
void _solve_IK(Node2D *leaf_node, Point2 target_position);
SnapTarget snap_target[2];
Transform2D snap_transform;
void _snap_if_closer_float(
float p_value,
float &r_current_snap, SnapTarget &r_current_snap_target,
float p_target_value, SnapTarget p_snap_target,
float p_radius = 10.0);
void _snap_if_closer_point(
Point2 p_value,
Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
Point2 p_target_value, SnapTarget p_snap_target,
real_t rotation = 0.0,
float p_radius = 10.0);
void _snap_other_nodes(
const Point2 p_value,
const Transform2D p_transform_to_snap,
Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
const SnapTarget p_snap_target, List<const CanvasItem *> p_exceptions,
const Node *p_current);
void _set_anchors_preset(Control::LayoutPreset p_preset);
void _set_margins_preset(Control::LayoutPreset p_preset);
void _set_anchors_and_margins_preset(Control::LayoutPreset p_preset);
void _set_anchors_and_margins_to_keep_ratio();
void _button_toggle_anchor_mode(bool p_status);
VBoxContainer *controls_vb;
HBoxContainer *zoom_hb;
void _zoom_on_position(float p_zoom, Point2 p_position = Point2());
void _update_zoom_label();
void _button_zoom_minus();
void _button_zoom_reset();
void _button_zoom_plus();
void _button_toggle_smart_snap(bool p_status);
void _button_toggle_grid_snap(bool p_status);
void _button_override_camera(bool p_pressed);
void _button_tool_select(int p_index);
void _update_override_camera_button(bool p_game_running);
HSplitContainer *palette_split;
VSplitContainer *bottom_split;
bool bone_list_dirty;
void _queue_update_bone_list();
void _update_bone_list();
void _tree_changed(Node *);
void _popup_warning_temporarily(Control *p_control, const float p_duration);
void _popup_warning_depop(Control *p_control);
friend class CanvasItemEditorPlugin;
protected:
void _notification(int p_what);
static void _bind_methods();
void end_drag();
void box_selection_start(Point2 &click);
bool box_selection_end();
HBoxContainer *get_panel_hb() { return hb; }
struct compare_items_x {
bool operator()(const CanvasItem *a, const CanvasItem *b) const {
return a->get_global_transform().elements[2].x < b->get_global_transform().elements[2].x;
}
};
struct compare_items_y {
bool operator()(const CanvasItem *a, const CanvasItem *b) const {
return a->get_global_transform().elements[2].y < b->get_global_transform().elements[2].y;
}
};
struct proj_vector2_x {
float get(const Vector2 &v) { return v.x; }
void set(Vector2 &v, float f) { v.x = f; }
};
struct proj_vector2_y {
float get(const Vector2 &v) { return v.y; }
void set(Vector2 &v, float f) { v.y = f; }
};
template <class P, class C>
void space_selected_items();
static CanvasItemEditor *singleton;
public:
enum SnapMode {
SNAP_GRID = 1 << 0,
SNAP_GUIDES = 1 << 1,
SNAP_PIXEL = 1 << 2,
SNAP_NODE_PARENT = 1 << 3,
SNAP_NODE_ANCHORS = 1 << 4,
SNAP_NODE_SIDES = 1 << 5,
SNAP_NODE_CENTER = 1 << 6,
SNAP_OTHER_NODES = 1 << 7,
SNAP_DEFAULT = SNAP_GRID | SNAP_GUIDES | SNAP_PIXEL,
};
Point2 snap_point(Point2 p_target, unsigned int p_modes = SNAP_DEFAULT, unsigned int p_forced_modes = 0, const CanvasItem *p_self_canvas_item = NULL, List<CanvasItem *> p_other_nodes_exceptions = List<CanvasItem *>());
float snap_angle(float p_target, float p_start = 0) const;
Transform2D get_canvas_transform() const { return transform; }
static CanvasItemEditor *get_singleton() { return singleton; }
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
void add_control_to_menu_panel(Control *p_control);
void remove_control_from_menu_panel(Control *p_control);
void add_control_to_info_overlay(Control *p_control);
void remove_control_from_info_overlay(Control *p_control);
HSplitContainer *get_palette_split();
VSplitContainer *get_bottom_split();
Control *get_viewport_control() { return viewport; }
Control *get_controls_container() { return controls_vb; }
void update_viewport();
Tool get_current_tool() { return tool; }
void set_current_tool(Tool p_tool);
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
void edit(CanvasItem *p_canvas_item);
void focus_selection();
bool is_anchors_mode_enabled() { return anchors_mode; };
CanvasItemEditor(EditorNode *p_editor);
};
class CanvasItemEditorPlugin : public EditorPlugin {
GDCLASS(CanvasItemEditorPlugin, EditorPlugin);
CanvasItemEditor *canvas_item_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "2D"; }
bool has_main_screen() const { return true; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
virtual Dictionary get_state() const;
virtual void set_state(const Dictionary &p_state);
CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; }
CanvasItemEditorPlugin(EditorNode *p_node);
~CanvasItemEditorPlugin();
};
class CanvasItemEditorViewport : public Control {
GDCLASS(CanvasItemEditorViewport, Control);
String default_type;
Vector<String> types;
Vector<String> selected_files;
Node *target_node;
Point2 drop_pos;
EditorNode *editor;
EditorData *editor_data;
CanvasItemEditor *canvas_item_editor;
Node2D *preview_node;
AcceptDialog *accept;
WindowDialog *selector;
Label *selector_label;
Label *label;
Label *label_desc;
VBoxContainer *btn_group;
Ref<ButtonGroup> button_group;
void _on_mouse_exit();
void _on_select_type(Object *selected);
void _on_change_type_confirmed();
void _on_change_type_closed();
void _create_preview(const Vector<String> &files) const;
void _remove_preview();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
bool _only_packed_scenes_selected() const;
void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point);
bool _create_instance(Node *parent, String &path, const Point2 &p_point);
void _perform_drop_data();
void _show_resource_type_selector();
static void _bind_methods();
protected:
void _notification(int p_what);
public:
virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
virtual void drop_data(const Point2 &p_point, const Variant &p_data);
CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor *p_canvas_item_editor);
~CanvasItemEditorViewport();
};
#endif