light_occluder_2d_editor_plugin.h 4.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113
  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) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 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/tool_button.h"
  36. /**
  37. @author Juan Linietsky <reduzio@gmail.com>
  38. */
  39. class CanvasItemEditor;
  40. class LightOccluder2DEditor : public HBoxContainer {
  41. GDCLASS(LightOccluder2DEditor, HBoxContainer);
  42. UndoRedo *undo_redo;
  43. enum Mode {
  44. MODE_CREATE,
  45. MODE_EDIT,
  46. };
  47. Mode mode;
  48. ToolButton *button_create;
  49. ToolButton *button_edit;
  50. CanvasItemEditor *canvas_item_editor;
  51. EditorNode *editor;
  52. Panel *panel;
  53. LightOccluder2D *node;
  54. MenuButton *options;
  55. int edited_point;
  56. Vector2 edited_point_pos;
  57. Vector<Vector2> pre_move_edit;
  58. Vector<Vector2> wip;
  59. bool wip_active;
  60. ConfirmationDialog *create_poly;
  61. void _wip_close(bool p_closed);
  62. void _menu_option(int p_option);
  63. void _create_poly();
  64. protected:
  65. void _notification(int p_what);
  66. void _node_removed(Node *p_node);
  67. static void _bind_methods();
  68. public:
  69. Vector2 snap_point(const Vector2 &p_point) const;
  70. void forward_draw_over_canvas(Control *p_canvas);
  71. bool forward_gui_input(const Ref<InputEvent> &p_event);
  72. void edit(Node *p_collision_polygon);
  73. LightOccluder2DEditor(EditorNode *p_editor);
  74. };
  75. class LightOccluder2DEditorPlugin : public EditorPlugin {
  76. GDCLASS(LightOccluder2DEditorPlugin, EditorPlugin);
  77. LightOccluder2DEditor *light_occluder_editor;
  78. EditorNode *editor;
  79. public:
  80. virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) { return light_occluder_editor->forward_gui_input(p_event); }
  81. virtual void forward_draw_over_canvas(Control *p_canvas) { return light_occluder_editor->forward_draw_over_canvas(p_canvas); }
  82. virtual String get_name() const { return "LightOccluder2D"; }
  83. bool has_main_screen() const { return false; }
  84. virtual void edit(Object *p_object);
  85. virtual bool handles(Object *p_object) 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