cast_2d_editor_plugin.h 3.6 KB

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  1. /*************************************************************************/
  2. /* cast_2d_editor_plugin.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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 CAST_2D_EDITOR_PLUGIN_H
  31. #define CAST_2D_EDITOR_PLUGIN_H
  32. #include "editor/editor_plugin.h"
  33. #include "scene/2d/node_2d.h"
  34. class CanvasItemEditor;
  35. class EditorUndoRedoManager;
  36. class Cast2DEditor : public Control {
  37. GDCLASS(Cast2DEditor, Control);
  38. Ref<EditorUndoRedoManager> undo_redo;
  39. CanvasItemEditor *canvas_item_editor = nullptr;
  40. Node2D *node;
  41. bool pressed = false;
  42. Point2 original_target_position;
  43. protected:
  44. void _notification(int p_what);
  45. void _node_removed(Node *p_node);
  46. public:
  47. bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
  48. void forward_canvas_draw_over_viewport(Control *p_overlay);
  49. void edit(Node2D *p_node);
  50. Cast2DEditor();
  51. };
  52. class Cast2DEditorPlugin : public EditorPlugin {
  53. GDCLASS(Cast2DEditorPlugin, EditorPlugin);
  54. Cast2DEditor *cast_2d_editor = nullptr;
  55. public:
  56. virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return cast_2d_editor->forward_canvas_gui_input(p_event); }
  57. virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { cast_2d_editor->forward_canvas_draw_over_viewport(p_overlay); }
  58. virtual String get_name() const override { return "Cast2D"; }
  59. bool has_main_screen() const override { return false; }
  60. virtual void edit(Object *p_object) override;
  61. virtual bool handles(Object *p_object) const override;
  62. virtual void make_visible(bool visible) override;
  63. Cast2DEditorPlugin();
  64. };
  65. #endif // CAST_2D_EDITOR_PLUGIN_H