/*************************************************************************/ /* sprite_frames_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 SPRITE_FRAMES_EDITOR_PLUGIN_H #define SPRITE_FRAMES_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "scene/2d/animated_sprite_2d.h" #include "scene/gui/button.h" #include "scene/gui/check_button.h" #include "scene/gui/dialogs.h" #include "scene/gui/item_list.h" #include "scene/gui/scroll_container.h" #include "scene/gui/spin_box.h" #include "scene/gui/split_container.h" #include "scene/gui/texture_rect.h" #include "scene/gui/tree.h" class EditorFileDialog; class SpriteFramesEditor : public HSplitContainer { GDCLASS(SpriteFramesEditor, HSplitContainer); enum { PARAM_USE_CURRENT, // Used in callbacks to indicate `dominant_param` should be not updated. PARAM_FRAME_COUNT, // Keep "Horizontal" & "Vertial" values. PARAM_SIZE, // Keep "Size" values. }; int dominant_param = PARAM_FRAME_COUNT; Button *load = nullptr; Button *load_sheet = nullptr; Button *_delete = nullptr; Button *copy = nullptr; Button *paste = nullptr; Button *empty = nullptr; Button *empty2 = nullptr; Button *move_up = nullptr; Button *move_down = nullptr; Button *zoom_out = nullptr; Button *zoom_reset = nullptr; Button *zoom_in = nullptr; ItemList *tree = nullptr; bool loading_scene; int sel; Button *new_anim = nullptr; Button *remove_anim = nullptr; Tree *animations = nullptr; SpinBox *anim_speed = nullptr; CheckButton *anim_loop = nullptr; EditorFileDialog *file = nullptr; AcceptDialog *dialog = nullptr; SpriteFrames *frames = nullptr; StringName edited_anim; ConfirmationDialog *delete_dialog = nullptr; ConfirmationDialog *split_sheet_dialog = nullptr; ScrollContainer *split_sheet_scroll = nullptr; TextureRect *split_sheet_preview = nullptr; SpinBox *split_sheet_h = nullptr; SpinBox *split_sheet_v = nullptr; SpinBox *split_sheet_size_x = nullptr; SpinBox *split_sheet_size_y = nullptr; SpinBox *split_sheet_sep_x = nullptr; SpinBox *split_sheet_sep_y = nullptr; SpinBox *split_sheet_offset_x = nullptr; SpinBox *split_sheet_offset_y = nullptr; Button *split_sheet_zoom_out = nullptr; Button *split_sheet_zoom_reset = nullptr; Button *split_sheet_zoom_in = nullptr; EditorFileDialog *file_split_sheet = nullptr; Set frames_selected; Set frames_toggled_by_mouse_hover; int last_frame_selected; float scale_ratio; int thumbnail_default_size; float thumbnail_zoom; float max_thumbnail_zoom; float min_thumbnail_zoom; float sheet_zoom; float max_sheet_zoom; float min_sheet_zoom; Size2i _get_frame_count() const; Size2i _get_frame_size() const; Size2i _get_offset() const; Size2i _get_separation() const; void _load_pressed(); void _file_load_request(const Vector &p_path, int p_at_pos = -1); void _copy_pressed(); void _paste_pressed(); void _empty_pressed(); void _empty2_pressed(); void _delete_pressed(); void _up_pressed(); void _down_pressed(); void _update_library(bool p_skip_selector = false); void _animation_select(); void _animation_name_edited(); void _animation_add(); void _animation_remove(); void _animation_remove_confirmed(); void _animation_loop_changed(); void _animation_fps_changed(double p_value); void _tree_input(const Ref &p_event); void _zoom_in(); void _zoom_out(); void _zoom_reset(); bool updating; bool updating_split_settings = false; // Skip SpinBox/Range callback when setting value by code. UndoRedo *undo_redo = nullptr; Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _open_sprite_sheet(); void _prepare_sprite_sheet(const String &p_file); int _sheet_preview_position_to_frame_index(const Vector2 &p_position); void _sheet_preview_draw(); void _sheet_spin_changed(double p_value, int p_dominant_param); void _sheet_preview_input(const Ref &p_event); void _sheet_scroll_input(const Ref &p_event); void _sheet_add_frames(); void _sheet_zoom_on_position(float p_zoom, const Vector2 &p_position); void _sheet_zoom_in(); void _sheet_zoom_out(); void _sheet_zoom_reset(); void _sheet_select_clear_all_frames(); protected: void _notification(int p_what); static void _bind_methods(); public: void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void edit(SpriteFrames *p_frames); SpriteFramesEditor(); }; class SpriteFramesEditorPlugin : public EditorPlugin { GDCLASS(SpriteFramesEditorPlugin, EditorPlugin); SpriteFramesEditor *frames_editor = nullptr; Button *button = nullptr; public: virtual String get_name() const override { return "SpriteFrames"; } 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 p_visible) override; SpriteFramesEditorPlugin(); ~SpriteFramesEditorPlugin(); }; #endif // SPRITE_FRAMES_EDITOR_PLUGIN_H