skeleton_2d_editor_plugin.cpp 5.3 KB

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  1. /*************************************************************************/
  2. /* skeleton_2d_editor_plugin.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 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. #include "skeleton_2d_editor_plugin.h"
  31. #include "canvas_item_editor_plugin.h"
  32. #include "scene/2d/mesh_instance_2d.h"
  33. #include "scene/gui/box_container.h"
  34. #include "thirdparty/misc/clipper.hpp"
  35. void Skeleton2DEditor::_node_removed(Node *p_node) {
  36. if (p_node == node) {
  37. node = NULL;
  38. options->hide();
  39. }
  40. }
  41. void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
  42. node = p_sprite;
  43. }
  44. void Skeleton2DEditor::_menu_option(int p_option) {
  45. if (!node) {
  46. return;
  47. }
  48. switch (p_option) {
  49. case MENU_OPTION_MAKE_REST: {
  50. if (node->get_bone_count() == 0) {
  51. err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
  52. err_dialog->popup_centered_minsize();
  53. return;
  54. }
  55. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  56. ur->create_action("Create Rest Pose from Bones");
  57. for (int i = 0; i < node->get_bone_count(); i++) {
  58. Bone2D *bone = node->get_bone(i);
  59. ur->add_do_method(bone, "set_rest", bone->get_transform());
  60. ur->add_undo_method(bone, "set_rest", bone->get_rest());
  61. }
  62. ur->commit_action();
  63. } break;
  64. case MENU_OPTION_SET_REST: {
  65. if (node->get_bone_count() == 0) {
  66. err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
  67. err_dialog->popup_centered_minsize();
  68. return;
  69. }
  70. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  71. ur->create_action("Set Rest Pose to Bones");
  72. for (int i = 0; i < node->get_bone_count(); i++) {
  73. Bone2D *bone = node->get_bone(i);
  74. ur->add_do_method(bone, "set_transform", bone->get_rest());
  75. ur->add_undo_method(bone, "set_transform", bone->get_transform());
  76. }
  77. ur->commit_action();
  78. } break;
  79. }
  80. }
  81. void Skeleton2DEditor::_bind_methods() {
  82. ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
  83. }
  84. Skeleton2DEditor::Skeleton2DEditor() {
  85. options = memnew(MenuButton);
  86. CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
  87. options->set_text(TTR("Skeleton2D"));
  88. options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
  89. options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
  90. options->get_popup()->add_separator();
  91. options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
  92. options->get_popup()->connect("id_pressed", this, "_menu_option");
  93. err_dialog = memnew(AcceptDialog);
  94. add_child(err_dialog);
  95. }
  96. void Skeleton2DEditorPlugin::edit(Object *p_object) {
  97. sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
  98. }
  99. bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
  100. return p_object->is_class("Skeleton2D");
  101. }
  102. void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
  103. if (p_visible) {
  104. sprite_editor->options->show();
  105. } else {
  106. sprite_editor->options->hide();
  107. sprite_editor->edit(NULL);
  108. }
  109. }
  110. Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
  111. editor = p_node;
  112. sprite_editor = memnew(Skeleton2DEditor);
  113. editor->get_viewport()->add_child(sprite_editor);
  114. make_visible(false);
  115. //sprite_editor->options->hide();
  116. }
  117. Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
  118. }