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- /**************************************************************************/
- /* skeleton_2d_editor_plugin.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #include "skeleton_2d_editor_plugin.h"
- #include "editor/editor_node.h"
- #include "editor/editor_string_names.h"
- #include "editor/editor_undo_redo_manager.h"
- #include "editor/plugins/canvas_item_editor_plugin.h"
- #include "scene/2d/mesh_instance_2d.h"
- #include "scene/gui/dialogs.h"
- #include "scene/gui/menu_button.h"
- void Skeleton2DEditor::_node_removed(Node *p_node) {
- if (p_node == node) {
- node = nullptr;
- options->hide();
- }
- }
- void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
- node = p_sprite;
- }
- void Skeleton2DEditor::_menu_option(int p_option) {
- if (!node) {
- return;
- }
- switch (p_option) {
- case MENU_OPTION_SET_REST: {
- if (node->get_bone_count() == 0) {
- err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
- err_dialog->popup_centered();
- return;
- }
- EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
- ur->create_action(TTR("Set Rest Pose to Bones"));
- for (int i = 0; i < node->get_bone_count(); i++) {
- Bone2D *bone = node->get_bone(i);
- ur->add_do_method(bone, "set_transform", bone->get_rest());
- ur->add_undo_method(bone, "set_transform", bone->get_transform());
- }
- ur->commit_action();
- } break;
- case MENU_OPTION_MAKE_REST: {
- if (node->get_bone_count() == 0) {
- err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
- err_dialog->popup_centered();
- return;
- }
- EditorUndoRedoManager *ur = EditorUndoRedoManager::get_singleton();
- ur->create_action(TTR("Create Rest Pose from Bones"));
- for (int i = 0; i < node->get_bone_count(); i++) {
- Bone2D *bone = node->get_bone(i);
- ur->add_do_method(bone, "set_rest", bone->get_transform());
- ur->add_undo_method(bone, "set_rest", bone->get_rest());
- }
- ur->commit_action();
- } break;
- }
- }
- Skeleton2DEditor::Skeleton2DEditor() {
- options = memnew(MenuButton);
- CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
- options->set_text(TTR("Skeleton2D"));
- options->set_button_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Skeleton2D"), EditorStringName(EditorIcons)));
- options->get_popup()->add_item(TTR("Reset to Rest Pose"), MENU_OPTION_SET_REST);
- options->get_popup()->add_separator();
- // Use the "Overwrite" word to highlight that this is a destructive operation.
- options->get_popup()->add_item(TTR("Overwrite Rest Pose"), MENU_OPTION_MAKE_REST);
- options->set_switch_on_hover(true);
- options->get_popup()->connect(SceneStringName(id_pressed), callable_mp(this, &Skeleton2DEditor::_menu_option));
- err_dialog = memnew(AcceptDialog);
- add_child(err_dialog);
- }
- void Skeleton2DEditorPlugin::edit(Object *p_object) {
- sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
- }
- bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
- return p_object->is_class("Skeleton2D");
- }
- void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
- if (p_visible) {
- sprite_editor->options->show();
- } else {
- sprite_editor->options->hide();
- sprite_editor->edit(nullptr);
- }
- }
- Skeleton2DEditorPlugin::Skeleton2DEditorPlugin() {
- sprite_editor = memnew(Skeleton2DEditor);
- EditorNode::get_singleton()->get_gui_base()->add_child(sprite_editor);
- make_visible(false);
- //sprite_editor->options->hide();
- }
- Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
- }
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