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authorJuan Linietsky <juan@godotengine.org>2018-02-21 17:23:27 -0300
committerJuan Linietsky <juan@godotengine.org>2018-02-21 17:24:00 -0300
commit7cd867c3fe48187dced1060dedb22cc82f5aa094 (patch)
tree960b81fff36df59f16ec761f30e848f05d081e67 /editor
parent612ab4bbc6f2396f4dcd68c3f142f7dfa2f5f0a5 (diff)
2D Skeletons WORK IN PROGRESS
Diffstat (limited to 'editor')
-rw-r--r--editor/editor_node.cpp2
-rw-r--r--editor/plugins/skeleton_2d_editor_plugin.cpp115
-rw-r--r--editor/plugins/skeleton_2d_editor_plugin.h55
3 files changed, 172 insertions, 0 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index c584619931..8132575479 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -99,6 +99,7 @@
#include "editor/plugins/script_text_editor.h"
#include "editor/plugins/shader_editor_plugin.h"
#include "editor/plugins/shader_graph_editor_plugin.h"
+#include "editor/plugins/skeleton_2d_editor_plugin.h"
#include "editor/plugins/spatial_editor_plugin.h"
#include "editor/plugins/sprite_editor_plugin.h"
#include "editor/plugins/sprite_frames_editor_plugin.h"
@@ -5673,6 +5674,7 @@ EditorNode::EditorNode() {
add_editor_plugin(memnew(MeshLibraryEditorPlugin(this)));
add_editor_plugin(memnew(StyleBoxEditorPlugin(this)));
add_editor_plugin(memnew(SpriteEditorPlugin(this)));
+ add_editor_plugin(memnew(Skeleton2DEditorPlugin(this)));
add_editor_plugin(memnew(ParticlesEditorPlugin(this)));
add_editor_plugin(memnew(ResourcePreloaderEditorPlugin(this)));
add_editor_plugin(memnew(ItemListEditorPlugin(this)));
diff --git a/editor/plugins/skeleton_2d_editor_plugin.cpp b/editor/plugins/skeleton_2d_editor_plugin.cpp
new file mode 100644
index 0000000000..6bf94b95eb
--- /dev/null
+++ b/editor/plugins/skeleton_2d_editor_plugin.cpp
@@ -0,0 +1,115 @@
+#include "skeleton_2d_editor_plugin.h"
+
+#include "canvas_item_editor_plugin.h"
+#include "scene/2d/mesh_instance_2d.h"
+#include "scene/gui/box_container.h"
+#include "thirdparty/misc/clipper.hpp"
+
+void Skeleton2DEditor::_node_removed(Node *p_node) {
+
+ if (p_node == node) {
+ node = NULL;
+ options->hide();
+ }
+}
+
+void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
+
+ node = p_sprite;
+}
+
+void Skeleton2DEditor::_menu_option(int p_option) {
+
+ switch (p_option) {
+ case MENU_OPTION_MAKE_REST: {
+
+ if (node->get_bone_count() == 0) {
+ err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
+ err_dialog->popup_centered_minsize();
+ return;
+ }
+ UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
+ ur->create_action("Create Rest Pose from Bones");
+ for (int i = 0; i < node->get_bone_count(); i++) {
+ Bone2D *bone = node->get_bone(i);
+ ur->add_do_method(bone, "set_rest", bone->get_transform());
+ ur->add_undo_method(bone, "set_rest", bone->get_rest());
+ }
+ ur->commit_action();
+
+ } break;
+ case MENU_OPTION_SET_REST: {
+ if (node->get_bone_count() == 0) {
+ err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
+ err_dialog->popup_centered_minsize();
+ return;
+ }
+ UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
+ ur->create_action("Set Rest Pose to Bones");
+ for (int i = 0; i < node->get_bone_count(); i++) {
+ Bone2D *bone = node->get_bone(i);
+ ur->add_do_method(bone, "set_transform", bone->get_rest());
+ ur->add_undo_method(bone, "set_transform", bone->get_transform());
+ }
+ ur->commit_action();
+
+ } break;
+ }
+}
+
+void Skeleton2DEditor::_bind_methods() {
+
+ ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
+}
+
+Skeleton2DEditor::Skeleton2DEditor() {
+
+ options = memnew(MenuButton);
+
+ CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
+
+ options->set_text(TTR("Skeleton2D"));
+ options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
+
+ options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
+ options->get_popup()->add_separator();
+ options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
+
+ options->get_popup()->connect("id_pressed", this, "_menu_option");
+
+ err_dialog = memnew(AcceptDialog);
+ add_child(err_dialog);
+}
+
+void Skeleton2DEditorPlugin::edit(Object *p_object) {
+
+ sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
+}
+
+bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
+
+ return p_object->is_class("Skeleton2D");
+}
+
+void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
+
+ if (p_visible) {
+ sprite_editor->options->show();
+ } else {
+
+ sprite_editor->options->hide();
+ sprite_editor->edit(NULL);
+ }
+}
+
+Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
+
+ editor = p_node;
+ sprite_editor = memnew(Skeleton2DEditor);
+ editor->get_viewport()->add_child(sprite_editor);
+
+ //sprite_editor->options->hide();
+}
+
+Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
+}
diff --git a/editor/plugins/skeleton_2d_editor_plugin.h b/editor/plugins/skeleton_2d_editor_plugin.h
new file mode 100644
index 0000000000..bbe2a3a6f2
--- /dev/null
+++ b/editor/plugins/skeleton_2d_editor_plugin.h
@@ -0,0 +1,55 @@
+#ifndef SKELETON_2D_EDITOR_PLUGIN_H
+#define SKELETON_2D_EDITOR_PLUGIN_H
+
+#include "editor/editor_node.h"
+#include "editor/editor_plugin.h"
+#include "scene/2d/skeleton_2d.h"
+#include "scene/gui/spin_box.h"
+
+class Skeleton2DEditor : public Control {
+
+ GDCLASS(Skeleton2DEditor, Control);
+
+ enum Menu {
+ MENU_OPTION_MAKE_REST,
+ MENU_OPTION_SET_REST,
+ };
+
+ Skeleton2D *node;
+
+ MenuButton *options;
+ AcceptDialog *err_dialog;
+
+ void _menu_option(int p_option);
+
+ //void _create_uv_lines();
+ friend class Skeleton2DEditorPlugin;
+
+protected:
+ void _node_removed(Node *p_node);
+ static void _bind_methods();
+
+public:
+ void edit(Skeleton2D *p_sprite);
+ Skeleton2DEditor();
+};
+
+class Skeleton2DEditorPlugin : public EditorPlugin {
+
+ GDCLASS(Skeleton2DEditorPlugin, EditorPlugin);
+
+ Skeleton2DEditor *sprite_editor;
+ EditorNode *editor;
+
+public:
+ virtual String get_name() const { return "Skeleton2D"; }
+ 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);
+
+ Skeleton2DEditorPlugin(EditorNode *p_node);
+ ~Skeleton2DEditorPlugin();
+};
+
+#endif // SKELETON_2D_EDITOR_PLUGIN_H