/*************************************************************************/ /* skeleton_2d_editor_plugin.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #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) { if (!node) { return; } 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); make_visible(false); //sprite_editor->options->hide(); } Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() { }