skeleton_2d_editor_plugin.cpp 3.1 KB

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  1. #include "skeleton_2d_editor_plugin.h"
  2. #include "canvas_item_editor_plugin.h"
  3. #include "scene/2d/mesh_instance_2d.h"
  4. #include "scene/gui/box_container.h"
  5. #include "thirdparty/misc/clipper.hpp"
  6. void Skeleton2DEditor::_node_removed(Node *p_node) {
  7. if (p_node == node) {
  8. node = NULL;
  9. options->hide();
  10. }
  11. }
  12. void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
  13. node = p_sprite;
  14. }
  15. void Skeleton2DEditor::_menu_option(int p_option) {
  16. if (!node) {
  17. return;
  18. }
  19. switch (p_option) {
  20. case MENU_OPTION_MAKE_REST: {
  21. if (node->get_bone_count() == 0) {
  22. err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
  23. err_dialog->popup_centered_minsize();
  24. return;
  25. }
  26. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  27. ur->create_action("Create Rest Pose from Bones");
  28. for (int i = 0; i < node->get_bone_count(); i++) {
  29. Bone2D *bone = node->get_bone(i);
  30. ur->add_do_method(bone, "set_rest", bone->get_transform());
  31. ur->add_undo_method(bone, "set_rest", bone->get_rest());
  32. }
  33. ur->commit_action();
  34. } break;
  35. case MENU_OPTION_SET_REST: {
  36. if (node->get_bone_count() == 0) {
  37. err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
  38. err_dialog->popup_centered_minsize();
  39. return;
  40. }
  41. UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
  42. ur->create_action("Set Rest Pose to Bones");
  43. for (int i = 0; i < node->get_bone_count(); i++) {
  44. Bone2D *bone = node->get_bone(i);
  45. ur->add_do_method(bone, "set_transform", bone->get_rest());
  46. ur->add_undo_method(bone, "set_transform", bone->get_transform());
  47. }
  48. ur->commit_action();
  49. } break;
  50. }
  51. }
  52. void Skeleton2DEditor::_bind_methods() {
  53. ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
  54. }
  55. Skeleton2DEditor::Skeleton2DEditor() {
  56. options = memnew(MenuButton);
  57. CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
  58. options->set_text(TTR("Skeleton2D"));
  59. options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
  60. options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
  61. options->get_popup()->add_separator();
  62. options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
  63. options->get_popup()->connect("id_pressed", this, "_menu_option");
  64. err_dialog = memnew(AcceptDialog);
  65. add_child(err_dialog);
  66. }
  67. void Skeleton2DEditorPlugin::edit(Object *p_object) {
  68. sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
  69. }
  70. bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
  71. return p_object->is_class("Skeleton2D");
  72. }
  73. void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
  74. if (p_visible) {
  75. sprite_editor->options->show();
  76. } else {
  77. sprite_editor->options->hide();
  78. sprite_editor->edit(NULL);
  79. }
  80. }
  81. Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
  82. editor = p_node;
  83. sprite_editor = memnew(Skeleton2DEditor);
  84. editor->get_viewport()->add_child(sprite_editor);
  85. make_visible(false);
  86. //sprite_editor->options->hide();
  87. }
  88. Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
  89. }