godot/editor/plugins/sprite_frames_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

156 lines
5.3 KiB
C++

/*************************************************************************/
/* sprite_frames_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 SPRITE_FRAMES_EDITOR_PLUGIN_H
#define SPRITE_FRAMES_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/animated_sprite.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/split_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"
class SpriteFramesEditor : public HSplitContainer {
GDCLASS(SpriteFramesEditor, HSplitContainer);
ToolButton *load;
ToolButton *load_sheet;
ToolButton *_delete;
ToolButton *copy;
ToolButton *paste;
ToolButton *empty;
ToolButton *empty2;
ToolButton *move_up;
ToolButton *move_down;
ItemList *tree;
bool loading_scene;
int sel;
HSplitContainer *split;
ToolButton *new_anim;
ToolButton *remove_anim;
Tree *animations;
SpinBox *anim_speed;
CheckButton *anim_loop;
EditorFileDialog *file;
AcceptDialog *dialog;
SpriteFrames *frames;
StringName edited_anim;
ConfirmationDialog *delete_dialog;
ConfirmationDialog *split_sheet_dialog;
ScrollContainer *splite_sheet_scroll;
TextureRect *split_sheet_preview;
SpinBox *split_sheet_h;
SpinBox *split_sheet_v;
EditorFileDialog *file_split_sheet;
Set<int> frames_selected;
int last_frame_selected;
void _load_pressed();
void _load_scene_pressed();
void _file_load_request(const PoolVector<String> &p_path, int p_at_pos = -1);
void _copy_pressed();
void _paste_pressed();
void _empty_pressed();
void _empty2_pressed();
void _delete_pressed();
void _up_pressed();
void _down_pressed();
void _update_library(bool p_skip_selector = false);
void _animation_select();
void _animation_name_edited();
void _animation_add();
void _animation_remove();
void _animation_remove_confirmed();
void _animation_loop_changed();
void _animation_fps_changed(double p_value);
bool updating;
UndoRedo *undo_redo;
bool _is_drop_valid(const Dictionary &p_drag_data, const Dictionary &p_item_data) const;
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
void _open_sprite_sheet();
void _prepare_sprite_sheet(const String &p_file);
void _sheet_preview_draw();
void _sheet_spin_changed(double);
void _sheet_preview_input(const Ref<InputEvent> &p_event);
void _sheet_add_frames();
void _sheet_select_clear_all_frames();
protected:
void _notification(int p_what);
void _gui_input(Ref<InputEvent> p_event);
static void _bind_methods();
public:
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
void edit(SpriteFrames *p_frames);
SpriteFramesEditor();
};
class SpriteFramesEditorPlugin : public EditorPlugin {
GDCLASS(SpriteFramesEditorPlugin, EditorPlugin);
SpriteFramesEditor *frames_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "SpriteFrames"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
SpriteFramesEditorPlugin(EditorNode *p_node);
~SpriteFramesEditorPlugin();
};
#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H