/*************************************************************************/ /* polygon_2d_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 POLYGON_2D_EDITOR_PLUGIN_H #define POLYGON_2D_EDITOR_PLUGIN_H #include "editor/plugins/abstract_polygon_2d_editor.h" #include "scene/gui/scroll_container.h" /** @author Juan Linietsky */ class Polygon2DEditor : public AbstractPolygon2DEditor { GDCLASS(Polygon2DEditor, AbstractPolygon2DEditor); enum Mode { MODE_EDIT_UV = MODE_CONT, UVEDIT_POLYGON_TO_UV, UVEDIT_UV_TO_POLYGON, UVEDIT_UV_CLEAR, UVEDIT_GRID_SETTINGS }; enum UVMode { UV_MODE_CREATE, UV_MODE_EDIT_POINT, UV_MODE_MOVE, UV_MODE_ROTATE, UV_MODE_SCALE, UV_MODE_ADD_SPLIT, UV_MODE_REMOVE_SPLIT, UV_MODE_PAINT_WEIGHT, UV_MODE_CLEAR_WEIGHT, UV_MODE_MAX }; ToolButton *uv_edit_mode[4]; Ref uv_edit_group; Polygon2D *node; UVMode uv_mode; AcceptDialog *uv_edit; ToolButton *uv_button[UV_MODE_MAX]; ToolButton *b_snap_enable; ToolButton *b_snap_grid; Control *uv_edit_draw; HSlider *uv_zoom; SpinBox *uv_zoom_value; HScrollBar *uv_hscroll; VScrollBar *uv_vscroll; MenuButton *uv_menu; TextureRect *uv_icon_zoom; VBoxContainer *bone_scroll_main_vb; ScrollContainer *bone_scroll; VBoxContainer *bone_scroll_vb; Button *sync_bones; HSlider *bone_paint_strength; SpinBox *bone_paint_radius; Label *bone_paint_radius_label; bool bone_painting; int bone_painting_bone; PoolVector prev_weights; Vector2 bone_paint_pos; AcceptDialog *grid_settings; void _sync_bones(); void _update_bone_list(); Vector2 uv_draw_ofs; float uv_draw_zoom; PoolVector uv_prev; PoolVector uv_create_uv_prev; PoolVector uv_create_poly_prev; Array uv_create_bones_prev; PoolVector splits_prev; Vector2 uv_create_to; int uv_drag_index; bool uv_drag; bool uv_create; bool split_create; UVMode uv_move_current; Vector2 uv_drag_from; bool updating_uv_scroll; AcceptDialog *error; ToolButton *button_uv; bool use_snap; bool snap_show_grid; Vector2 snap_offset; Vector2 snap_step; virtual void _menu_option(int p_option); void _uv_scroll_changed(float); void _uv_input(const Ref &p_input); void _uv_draw(); void _uv_mode(int p_mode); void _set_use_snap(bool p_use); void _set_show_grid(bool p_show); void _set_snap_off_x(float p_val); void _set_snap_off_y(float p_val); void _set_snap_step_x(float p_val); void _set_snap_step_y(float p_val); void _uv_edit_mode_select(int p_mode); void _bone_paint_selected(int p_index); protected: virtual Node2D *_get_node() const; virtual void _set_node(Node *p_polygon); virtual Vector2 _get_offset(int p_idx) const; void _notification(int p_what); static void _bind_methods(); Vector2 snap_point(Vector2 p_target) const; public: Polygon2DEditor(EditorNode *p_editor); }; class Polygon2DEditorPlugin : public AbstractPolygon2DEditorPlugin { GDCLASS(Polygon2DEditorPlugin, AbstractPolygon2DEditorPlugin); public: Polygon2DEditorPlugin(EditorNode *p_node); }; #endif // POLYGON_2D_EDITOR_PLUGIN_H