skeleton_2d_editor_plugin.cpp 5.5 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "editor/editor_node.h"
  32. #include "editor/editor_string_names.h"
  33. #include "editor/editor_undo_redo_manager.h"
  34. #include "editor/plugins/canvas_item_editor_plugin.h"
  35. #include "scene/2d/mesh_instance_2d.h"
  36. #include "scene/gui/dialogs.h"
  37. #include "scene/gui/menu_button.h"
  38. void Skeleton2DEditor::_node_removed(Node *p_node) {
  39. if (p_node == node) {
  40. node = nullptr;
  41. options->hide();
  42. }
  43. }
  44. void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
  45. node = p_sprite;
  46. }
  47. void Skeleton2DEditor::_menu_option(int p_option) {
  48. if (!node) {
  49. return;
  50. }
  51. switch (p_option) {
  52. case MENU_OPTION_SET_REST: {
  53. if (node->get_bone_count() == 0) {
  54. err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
  55. err_dialog->popup_centered();
  56. return;
  57. }
  58. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  59. ur->create_action(TTR("Set Rest Pose to Bones"));
  60. for (int i = 0; i < node->get_bone_count(); i++) {
  61. Bone2D *bone = node->get_bone(i);
  62. ur->add_do_method(bone, "set_transform", bone->get_rest());
  63. ur->add_undo_method(bone, "set_transform", bone->get_transform());
  64. }
  65. ur->commit_action();
  66. } break;
  67. case MENU_OPTION_MAKE_REST: {
  68. if (node->get_bone_count() == 0) {
  69. err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
  70. err_dialog->popup_centered();
  71. return;
  72. }
  73. EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
  74. ur->create_action(TTR("Create Rest Pose from Bones"));
  75. for (int i = 0; i < node->get_bone_count(); i++) {
  76. Bone2D *bone = node->get_bone(i);
  77. ur->add_do_method(bone, "set_rest", bone->get_transform());
  78. ur->add_undo_method(bone, "set_rest", bone->get_rest());
  79. }
  80. ur->commit_action();
  81. } break;
  82. }
  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_button_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Skeleton2D"), EditorStringName(EditorIcons)));
  89. options->get_popup()->add_item(TTR("Reset to Rest Pose"), MENU_OPTION_SET_REST);
  90. options->get_popup()->add_separator();
  91. // Use the "Overwrite" word to highlight that this is a destructive operation.
  92. options->get_popup()->add_item(TTR("Overwrite Rest Pose"), MENU_OPTION_MAKE_REST);
  93. options->set_switch_on_hover(true);
  94. options->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &Skeleton2DEditor::_menu_option));
  95. err_dialog = memnew(AcceptDialog);
  96. add_child(err_dialog);
  97. }
  98. void Skeleton2DEditorPlugin::edit(Object *p_object) {
  99. sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
  100. }
  101. bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
  102. return p_object->is_class("Skeleton2D");
  103. }
  104. void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
  105. if (p_visible) {
  106. sprite_editor->options->show();
  107. } else {
  108. sprite_editor->options->hide();
  109. sprite_editor->edit(nullptr);
  110. }
  111. }
  112. Skeleton2DEditorPlugin::Skeleton2DEditorPlugin() {
  113. sprite_editor = memnew(Skeleton2DEditor);
  114. EditorNode::get_singleton()->get_gui_base()->add_child(sprite_editor);
  115. make_visible(false);
  116. //sprite_editor->options->hide();
  117. }
  118. Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
  119. }