light_occluder_2d_editor_plugin.h 4.1 KB

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  1. /*************************************************************************/
  2. /* light_occluder_2d_editor_plugin.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
  31. #define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
  32. #include "editor/editor_node.h"
  33. #include "editor/editor_plugin.h"
  34. #include "scene/2d/light_occluder_2d.h"
  35. #include "scene/gui/button_group.h"
  36. #include "scene/gui/tool_button.h"
  37. /**
  38. @author Juan Linietsky <reduzio@gmail.com>
  39. */
  40. class CanvasItemEditor;
  41. class LightOccluder2DEditor : public HBoxContainer {
  42. OBJ_TYPE(LightOccluder2DEditor, HBoxContainer);
  43. UndoRedo *undo_redo;
  44. enum Mode {
  45. MODE_CREATE,
  46. MODE_EDIT,
  47. };
  48. Mode mode;
  49. ToolButton *button_create;
  50. ToolButton *button_edit;
  51. CanvasItemEditor *canvas_item_editor;
  52. EditorNode *editor;
  53. Panel *panel;
  54. LightOccluder2D *node;
  55. MenuButton *options;
  56. int edited_point;
  57. Vector2 edited_point_pos;
  58. Vector<Vector2> pre_move_edit;
  59. Vector<Vector2> wip;
  60. bool wip_active;
  61. ConfirmationDialog *create_poly;
  62. void _wip_close(bool p_closed);
  63. void _canvas_draw();
  64. void _menu_option(int p_option);
  65. void _create_poly();
  66. protected:
  67. void _notification(int p_what);
  68. void _node_removed(Node *p_node);
  69. static void _bind_methods();
  70. public:
  71. Vector2 snap_point(const Vector2 &p_point) const;
  72. bool forward_input_event(const InputEvent &p_event);
  73. void edit(Node *p_collision_polygon);
  74. LightOccluder2DEditor(EditorNode *p_editor);
  75. };
  76. class LightOccluder2DEditorPlugin : public EditorPlugin {
  77. OBJ_TYPE(LightOccluder2DEditorPlugin, EditorPlugin);
  78. LightOccluder2DEditor *collision_polygon_editor;
  79. EditorNode *editor;
  80. public:
  81. virtual bool forward_input_event(const InputEvent &p_event) { return collision_polygon_editor->forward_input_event(p_event); }
  82. virtual String get_name() const { return "LightOccluder2D"; }
  83. bool has_main_screen() const { return false; }
  84. virtual void edit(Object *p_node);
  85. virtual bool handles(Object *p_node) const;
  86. virtual void make_visible(bool p_visible);
  87. LightOccluder2DEditorPlugin(EditorNode *p_node);
  88. ~LightOccluder2DEditorPlugin();
  89. };
  90. #endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H