/**************************************************************************/
/* scene_paint_2d_editor_plugin.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#include "editor/plugins/editor_plugin.h"
class Node2D;
class HBoxContainer;
class BaseButton;
class CheckBox;
class SpinBox;
class ItemList;
class OptionButton;
class ScenePaint2DEditor : public Control {
GDCLASS(ScenePaint2DEditor, Control);
friend class ScenePaint2DEditorPlugin;
enum PaintMode {
PAINT_MODE_FREE,
PAINT_MODE_SNAP_GRID,
PAINT_MODE_SNAP_GRID_CELL_CENTER,
};
enum PickMode {
PICK_FILE_SYSTEM,
PICK_SCENE_TREE,
PICK_CANVAS_ITEM,
PICK_RECENT_LIST,
};
enum InputTool {
INPUT_TOOL_NONE,
INPUT_TOOL_PAINT,
INPUT_TOOL_ERASE,
INPUT_TOOL_PAN,
INPUT_TOOL_PICK,
INPUT_TOOL_QUICK_PICK,
};
enum MenuItem {
MENU_ITEM_FREE_PAINT_MODE,
MENU_ITEM_SNAP_TO_GRID_PAINT_MODE,
MENU_ITEM_SNAP_TO_GRID_CELL_CENTER_PAINT_MODE,
MENU_ITEM_ALLOW_OVERLAPPING = 4,
};
bool pinned = false;
bool edit_properties = false;
bool grid = false;
bool is_tool_selected = false;
bool allow_overlapping = false;
PaintMode paint_mode = PAINT_MODE_FREE;
PaintMode quick_paint_mode = PAINT_MODE_SNAP_GRID_CELL_CENTER;
InputTool input_tool = INPUT_TOOL_NONE;
Size2i grid_step = Size2i(16, 16);
int recent_idx = -1;
PopupMenu *advanced_settings_popup = nullptr;
Control *custom_overlay = nullptr;
Control *viewport = nullptr;
HashMap<Node *, Node *> pinned_nodes;
Node2D *cache_node = nullptr;
Node2D *node = nullptr;
Node2D *instance = nullptr;
Node2D *instance_container = nullptr;
HBoxContainer *toolbar = nullptr;
Button *pin_node_button = nullptr;
Button *scene_picker_button = nullptr;
OptionButton *recent_scenes_button = nullptr;
Button *edit_properties_button = nullptr;
Button *advanced_settings_button = nullptr;
Node2D *selected_scene = nullptr;
void _can_handle(bool p_is_node_2d, bool p_edit);
void _edit(Object *p_object);
void _update_node(Object *p_object = nullptr);
bool _is_node_valid();
void _add_instance(bool p_show = false);
void _clear_instance(bool p_hide = false);
void _update_instance();
bool _is_instance_valid();
void _draw_overlay();
void _update_draw_overlay();
void _gui_input_viewport(const Ref<InputEvent> &p_event);
void _add_node_at_pos();
void _remove_node_at_pos();
Vector2 _get_mouse_grid_cell();
void _set_pinned(bool p_pinned, Node *p_pinned_node = nullptr);
void _pinned_toggled(bool p_pressed);
void _scene_changed();
void _scene_picker_toggled(bool p_pressed);
void _update_scene_picker(int p_mode);
void _file_system_input(const Ref<InputEvent> &p_event);
void _scene_tree_input(const Ref<InputEvent> &p_event);
void _recent_item_selected(int p_idx);
void _set_picked_scene(Node2D *p_scene);
void _add_to_recent_scenes(const String &p_scene);
void _update_recent_scenes();
bool _is_selected_scene_valid(Node2D *p_node) const;
bool _is_scene_painted(Node2D *p_node) const;
Node2D *_get_node_root(Node *p_node) const;
void _edit_properties_toggled(bool p_pressed);
void _edit_properties();
void _advanced_settings_pressed();
void _advanced_settings_id_pressed(int p_id);
void _grid_toggled(bool p_toggled);
void _paint_mode_changed(int p_mode);
void _update_paint_mode();
PaintMode _reload_paint_mode();
void _grid_step_changed();
protected:
void _notification(int p_what);
public:
void forward_canvas_draw_over_viewport(Control *p_overlay);
ScenePaint2DEditor();
};
class ScenePaint2DEditorPlugin : public EditorPlugin {
GDCLASS(ScenePaint2DEditorPlugin, EditorPlugin);
ScenePaint2DEditor *scene_paint_2d_editor = nullptr;
mutable bool is_node_2d = false;
void _canvas_item_tool_changed(int p_tool);
protected:
void _notification(int p_what);
public:
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override;
ScenePaint2DEditorPlugin();
};