godot/editor/plugins/sprite_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

118 lines
4.1 KiB
C++

/*************************************************************************/
/* sprite_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_EDITOR_PLUGIN_H
#define SPRITE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/sprite.h"
#include "scene/gui/spin_box.h"
class SpriteEditor : public Control {
GDCLASS(SpriteEditor, Control);
enum Menu {
MENU_OPTION_CONVERT_TO_MESH_2D,
MENU_OPTION_CONVERT_TO_POLYGON_2D,
MENU_OPTION_CREATE_COLLISION_POLY_2D,
MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D
};
Menu selected_menu_item;
Sprite *node;
MenuButton *options;
ConfirmationDialog *outline_dialog;
AcceptDialog *err_dialog;
ConfirmationDialog *debug_uv_dialog;
Control *debug_uv;
Vector<Vector2> uv_lines;
Vector<Vector<Vector2> > outline_lines;
Vector<Vector<Vector2> > computed_outline_lines;
Vector<Vector2> computed_vertices;
Vector<Vector2> computed_uv;
Vector<int> computed_indices;
SpinBox *simplification;
SpinBox *grow_pixels;
SpinBox *shrink_pixels;
Button *update_preview;
void _menu_option(int p_option);
//void _create_uv_lines();
friend class SpriteEditorPlugin;
void _debug_uv_draw();
void _update_mesh_data();
void _create_node();
void _convert_to_mesh_2d_node();
void _convert_to_polygon_2d_node();
void _create_collision_polygon_2d_node();
void _create_light_occluder_2d_node();
void _add_as_sibling_or_child(Node *p_own_node, Node *p_new_node);
protected:
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(Sprite *p_sprite);
SpriteEditor();
};
class SpriteEditorPlugin : public EditorPlugin {
GDCLASS(SpriteEditorPlugin, EditorPlugin);
SpriteEditor *sprite_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Sprite"; }
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);
SpriteEditorPlugin(EditorNode *p_node);
~SpriteEditorPlugin();
};
#endif // SPRITE_EDITOR_PLUGIN_H