/*************************************************************************/ /* canvas_item_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 CANVAS_ITEM_EDITOR_PLUGIN_H #define CANVAS_ITEM_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "editor/editor_zoom_widget.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" #include "scene/gui/texture_rect.h" #include "scene/main/canvas_item.h" class CanvasItemEditorViewport; class ViewPanner; class CanvasItemEditorSelectedItem : public Object { GDCLASS(CanvasItemEditorSelectedItem, Object); public: Transform2D prev_xform; real_t prev_rot = 0; Rect2 prev_rect; Vector2 prev_pivot; real_t prev_anchors[4] = { (real_t)0.0 }; Transform2D pre_drag_xform; Rect2 pre_drag_rect; List pre_drag_bones_length; List pre_drag_bones_undo_state; Dictionary undo_state; CanvasItemEditorSelectedItem() {} }; 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 }; enum AddNodeOption { ADD_NODE, ADD_INSTANCE, ADD_PASTE, ADD_MOVE, }; 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, SHOW_TRANSFORMATION_GIZMOS, LOCK_SELECTED, UNLOCK_SELECTED, GROUP_SELECTED, UNGROUP_SELECTED, 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_SHOW_BONES }; 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_QUEUED, DRAG_MOVE, DRAG_MOVE_X, DRAG_MOVE_Y, 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 }; bool selection_menu_additive_selection; Tool tool = TOOL_SELECT; Control *viewport; Control *viewport_scrollable; HScrollBar *h_scroll; VScrollBar *v_scroll; HBoxContainer *hb; // Used for secondary menu items which are displayed depending on the currently selected node // (such as MeshInstance's "Mesh" menu). PanelContainer *context_menu_container; HBoxContainer *hbc_context_menu; Transform2D transform; bool show_grid = false; bool show_rulers = true; bool show_guides = true; bool show_origin = true; bool show_viewport = true; bool show_helpers = false; bool show_edit_locks = true; bool show_transformation_gizmos = true; real_t zoom; Point2 view_offset; Point2 previous_update_view_offset; bool selected_from_canvas = false; Point2 grid_offset; Point2 grid_step; int primary_grid_steps; int grid_step_multiplier; real_t snap_rotation_step; real_t snap_rotation_offset; real_t snap_scale_step; bool smart_snap_active = false; bool grid_snap_active = false; bool snap_node_parent = true; bool snap_node_anchors = true; bool snap_node_sides = true; bool snap_node_center = true; bool snap_other_nodes = true; bool snap_guides = true; bool snap_rotation = false; bool snap_scale = false; bool snap_relative = false; // Enable pixel snapping even if pixel snap rendering is disabled in the Project Settings. // This results in crisper visuals by preventing 2D nodes from being placed at subpixel coordinates. bool snap_pixel = true; bool key_pos = true; bool key_rot = true; bool key_scale = false; bool pan_pressed = false; bool ruler_tool_active = false; Point2 ruler_tool_origin = Point2(); Point2 node_create_position; MenuOption last_option; struct _SelectResult { CanvasItem *item = nullptr; real_t z_index = 0; bool has_z = true; _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 icon; String name; }; Vector<_HoverResult> hovering_results; struct BoneList { Transform2D xform; real_t length = 0; uint64_t last_pass = 0; }; uint64_t bone_last_frame = 0; 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 bone_list; struct PoseClipboard { Vector2 pos; Vector2 scale; real_t rot = 0; ObjectID id; }; List pose_clipboard; Button *select_button; Button *move_button; Button *scale_button; Button *rotate_button; Button *list_select_button; Button *pivot_button; Button *pan_button; Button *ruler_button; Button *smart_snap_button; Button *grid_snap_button; MenuButton *snap_config_menu; PopupMenu *smartsnap_config_popup; Button *lock_button; Button *unlock_button; Button *group_button; Button *ungroup_button; MenuButton *skeleton_menu; Button *override_camera_button; MenuButton *view_menu; HBoxContainer *animation_hb; MenuButton *animation_menu; Button *key_loc_button; Button *key_rot_button; Button *key_scale_button; Button *key_insert_button; Button *key_auto_insert_button; PopupMenu *selection_menu; PopupMenu *add_node_menu; Control *top_ruler; Control *left_ruler; Point2 drag_start_origin; DragType drag_type = DRAG_NONE; Point2 drag_from = Vector2(); Point2 drag_to = Vector2(); Point2 drag_rotation_center; List drag_selection; int dragged_guide_index = -1; Point2 dragged_guide_pos = Point2(); bool is_hovering_h_guide = false; bool is_hovering_v_guide = false; bool updating_value_dialog; Point2 box_selecting_to; Ref select_sb; Ref select_handle; Ref anchor_handle; Ref drag_pivot_shortcut; Ref set_pivot_shortcut; Ref multiply_grid_step_shortcut; Ref divide_grid_step_shortcut; Ref panner; bool warped_panning = true; int pan_speed = 20; void _scroll_callback(Vector2 p_scroll_vec, bool p_alt); void _pan_callback(Vector2 p_scroll_vec); void _zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt); 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, bool p_allow_locked = false); void _find_canvas_items_in_rect(const Rect2 &p_rect, Node *p_node, List *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 _save_canvas_item_state(List p_canvas_items, bool save_bones = false); void _restore_canvas_item_state(List p_canvas_items, bool restore_bones = false); void _commit_canvas_item_state(List 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 = false; void _update_scroll(real_t); void _update_scrollbars(); void _snap_changed(); void _selection_result_pressed(int); void _selection_menu_hide(); void _add_node_pressed(int p_result); void _node_created(Node *p_node); void _reset_create_position(); UndoRedo *undo_redo; List _get_edited_canvas_items(bool retrieve_locked = false, bool remove_canvas_item_if_parent_in_selection = true); Rect2 _get_encompassing_rect_from_list(List 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(); virtual void unhandled_key_input(const Ref &p_ev) override; void _draw_text_at_position(Point2 p_position, String p_string, Side p_side); void _draw_margin_at_position(int p_value, Point2 p_position, Side p_side); void _draw_percentage_at_position(real_t p_value, Point2 p_position, Side 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_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 &p_event); bool _gui_input_move(const Ref &p_event); bool _gui_input_open_scene_on_double_click(const Ref &p_event); bool _gui_input_scale(const Ref &p_event); bool _gui_input_pivot(const Ref &p_event); bool _gui_input_resize(const Ref &p_event); bool _gui_input_rotate(const Ref &p_event); bool _gui_input_select(const Ref &p_event); bool _gui_input_ruler_tool(const Ref &p_event); bool _gui_input_zoom_or_pan(const Ref &p_event, bool p_already_accepted); bool _gui_input_rulers_and_guides(const Ref &p_event); bool _gui_input_hover(const Ref &p_event); void _gui_input_viewport(const Ref &p_event); void _update_cursor(); void _selection_changed(); void _focus_selection(int p_op); SnapTarget snap_target[2]; Transform2D snap_transform; void _snap_if_closer_float( const real_t p_value, real_t &r_current_snap, SnapTarget &r_current_snap_target, const real_t p_target_value, const SnapTarget p_snap_target, const real_t 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, const SnapTarget p_snap_target, const real_t rotation = 0.0, const real_t 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 p_exceptions, const Node *p_current); VBoxContainer *controls_vb; EditorZoomWidget *zoom_widget; void _update_zoom(real_t p_zoom); void _zoom_on_position(real_t p_zoom, Point2 p_position = Point2()); 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 *left_panel_split; HSplitContainer *right_panel_split; VSplitContainer *bottom_split; void _update_context_menu_stylebox(); void _set_owner_for_node_and_children(Node *p_node, Node *p_owner); friend class CanvasItemEditorPlugin; protected: void _notification(int p_what); static void _bind_methods(); HBoxContainer *get_panel_hb() { return hb; } 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 = nullptr, List p_other_nodes_exceptions = List()); real_t snap_angle(real_t p_target, real_t 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_left_panel(Control *p_control); void remove_control_from_left_panel(Control *p_control); void add_control_to_right_panel(Control *p_control); void remove_control_from_right_panel(Control *p_control); 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(); EditorSelection *editor_selection; CanvasItemEditor(EditorNode *p_editor); }; class CanvasItemEditorPlugin : public EditorPlugin { GDCLASS(CanvasItemEditorPlugin, EditorPlugin); CanvasItemEditor *canvas_item_editor; EditorNode *editor; public: virtual String get_name() const override { return "2D"; } bool has_main_screen() const override { return true; } virtual void edit(Object *p_object) override; virtual bool handles(Object *p_object) const override; virtual void make_visible(bool p_visible) override; virtual Dictionary get_state() const override; virtual void set_state(const Dictionary &p_state) override; CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; } CanvasItemEditorPlugin(EditorNode *p_node); ~CanvasItemEditorPlugin(); }; class CanvasItemEditorViewport : public Control { GDCLASS(CanvasItemEditorViewport, Control); // The type of node that will be created when dropping texture into the viewport. String default_texture_node_type; // Node types that are available to select from when dropping texture into viewport. Vector texture_node_types; Vector selected_files; Node *target_node; Point2 drop_pos; EditorNode *editor; EditorData *editor_data; CanvasItemEditor *canvas_item_editor; Control *preview_node; AcceptDialog *accept; AcceptDialog *selector; Label *selector_label; Label *label; Label *label_desc; VBoxContainer *btn_group; Ref button_group; void _on_mouse_exit(); void _on_select_type(Object *selected); void _on_change_type_confirmed(); void _on_change_type_closed(); Node *_make_texture_node_type(String texture_node_type); void _create_preview(const Vector &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 override; virtual void drop_data(const Point2 &p_point, const Variant &p_data) override; CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor *p_canvas_item_editor); ~CanvasItemEditorViewport(); }; #endif //CANVAS_ITEM_EDITOR_PLUGIN_H