/*************************************************************************/ /* cast_2d_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 CAST_2D_EDITOR_PLUGIN_H #define CAST_2D_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "scene/2d/node_2d.h" class CanvasItemEditor; class Cast2DEditor : public Control { GDCLASS(Cast2DEditor, Control); CanvasItemEditor *canvas_item_editor = nullptr; Node2D *node = nullptr; bool pressed = false; Point2 original_target_position; protected: void _notification(int p_what); void _node_removed(Node *p_node); public: bool forward_canvas_gui_input(const Ref &p_event); void forward_canvas_draw_over_viewport(Control *p_overlay); void edit(Node2D *p_node); }; class Cast2DEditorPlugin : public EditorPlugin { GDCLASS(Cast2DEditorPlugin, EditorPlugin); Cast2DEditor *cast_2d_editor = nullptr; public: virtual bool forward_canvas_gui_input(const Ref &p_event) override { return cast_2d_editor->forward_canvas_gui_input(p_event); } virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { cast_2d_editor->forward_canvas_draw_over_viewport(p_overlay); } virtual String get_name() const override { return "Cast2D"; } bool has_main_screen() const override { return false; } virtual void edit(Object *p_object) override; virtual bool handles(Object *p_object) const override; virtual void make_visible(bool visible) override; Cast2DEditorPlugin(); }; #endif // CAST_2D_EDITOR_PLUGIN_H