/*************************************************************************/ /* texture_region_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 TEXTURE_REGION_EDITOR_PLUGIN_H #define TEXTURE_REGION_EDITOR_PLUGIN_H #include "canvas_item_editor_plugin.h" #include "editor/editor_node.h" #include "editor/editor_plugin.h" #include "scene/2d/sprite.h" #include "scene/3d/sprite_3d.h" #include "scene/gui/nine_patch_rect.h" #include "scene/resources/style_box.h" #include "scene/resources/texture.h" /** @author Mariano Suligoy */ class TextureRegionEditor : public VBoxContainer { GDCLASS(TextureRegionEditor, VBoxContainer); enum SnapMode { SNAP_NONE, SNAP_PIXEL, SNAP_GRID, SNAP_AUTOSLICE }; friend class TextureRegionEditorPlugin; OptionButton *snap_mode_button; ToolButton *zoom_in; ToolButton *zoom_reset; ToolButton *zoom_out; HBoxContainer *hb_grid; //For showing/hiding the grid controls when changing the SnapMode SpinBox *sb_step_y; SpinBox *sb_step_x; SpinBox *sb_off_y; SpinBox *sb_off_x; SpinBox *sb_sep_y; SpinBox *sb_sep_x; Panel *edit_draw; VScrollBar *vscroll; HScrollBar *hscroll; EditorNode *editor; UndoRedo *undo_redo; Vector2 draw_ofs; float draw_zoom; bool updating_scroll; int snap_mode; Vector2 snap_offset; Vector2 snap_step; Vector2 snap_separation; Sprite *node_sprite; Sprite3D *node_sprite_3d; NinePatchRect *node_ninepatch; Ref<StyleBoxTexture> obj_styleBox; Ref<AtlasTexture> atlas_tex; Rect2 rect; Rect2 rect_prev; float prev_margin; int edited_margin; Map<RID, List<Rect2> > cache_map; List<Rect2> autoslice_cache; bool autoslice_is_dirty; bool drag; bool creating; Vector2 drag_from; int drag_index; void _set_snap_mode(int p_mode); 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 _set_snap_sep_x(float p_val); void _set_snap_sep_y(float p_val); void _zoom_on_position(float p_zoom, Point2 p_position = Point2()); void _zoom_in(); void _zoom_reset(); void _zoom_out(); void apply_rect(const Rect2 &p_rect); void _update_rect(); void _update_autoslice(); protected: void _notification(int p_what); void _node_removed(Object *p_obj); static void _bind_methods(); Vector2 snap_point(Vector2 p_target) const; virtual void _changed_callback(Object *p_changed, const char *p_prop); public: void _edit_region(); void _region_draw(); void _region_input(const Ref<InputEvent> &p_input); void _scroll_changed(float); bool is_stylebox(); bool is_atlas_texture(); bool is_ninepatch(); Sprite3D *get_sprite_3d(); Sprite *get_sprite(); void edit(Object *p_obj); TextureRegionEditor(EditorNode *p_editor); }; class TextureRegionEditorPlugin : public EditorPlugin { GDCLASS(TextureRegionEditorPlugin, EditorPlugin); bool manually_hidden; Button *texture_region_button; TextureRegionEditor *region_editor; EditorNode *editor; protected: static void _bind_methods(); void _editor_visiblity_changed(); public: virtual String get_name() const { return "TextureRegion"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); void set_state(const Dictionary &p_state); Dictionary get_state() const; TextureRegionEditorPlugin(EditorNode *p_node); }; #endif // TEXTURE_REGION_EDITOR_PLUGIN_H