| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117 | /*************************************************************************//*  sprite_editor_plugin.h                                               *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* 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.                *//*************************************************************************/#ifndef SPRITE_EDITOR_PLUGIN_H#define SPRITE_EDITOR_PLUGIN_H#include "editor/editor_node.h"#include "editor/editor_plugin.h"#include "scene/2d/sprite.h"#include "scene/gui/spin_box.h"class SpriteEditor : public Control {	GDCLASS(SpriteEditor, Control);	enum Menu {		MENU_OPTION_CONVERT_TO_MESH_2D,		MENU_OPTION_CONVERT_TO_POLYGON_2D,		MENU_OPTION_CREATE_COLLISION_POLY_2D,		MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D	};	Menu selected_menu_item;	Sprite *node;	MenuButton *options;	ConfirmationDialog *outline_dialog;	AcceptDialog *err_dialog;	ConfirmationDialog *debug_uv_dialog;	Control *debug_uv;	Vector<Vector2> uv_lines;	Vector<Vector<Vector2> > outline_lines;	Vector<Vector<Vector2> > computed_outline_lines;	Vector<Vector2> computed_vertices;	Vector<Vector2> computed_uv;	Vector<int> computed_indices;	SpinBox *simplification;	SpinBox *grow_pixels;	SpinBox *shrink_pixels;	Button *update_preview;	void _menu_option(int p_option);	//void _create_uv_lines();	friend class SpriteEditorPlugin;	void _debug_uv_draw();	void _update_mesh_data();	void _create_node();	void _convert_to_mesh_2d_node();	void _convert_to_polygon_2d_node();	void _create_collision_polygon_2d_node();	void _create_light_occluder_2d_node();	void _add_as_sibling_or_child(Node *p_own_node, Node *p_new_node);protected:	void _node_removed(Node *p_node);	static void _bind_methods();public:	void edit(Sprite *p_sprite);	SpriteEditor();};class SpriteEditorPlugin : public EditorPlugin {	GDCLASS(SpriteEditorPlugin, EditorPlugin);	SpriteEditor *sprite_editor;	EditorNode *editor;public:	virtual String get_name() const { return "Sprite"; }	bool has_main_screen() const { return false; }	virtual void edit(Object *p_object);	virtual bool handles(Object *p_object) const;	virtual void make_visible(bool p_visible);	SpriteEditorPlugin(EditorNode *p_node);	~SpriteEditorPlugin();};#endif // SPRITE_EDITOR_PLUGIN_H
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