/*************************************************************************/ /* tile_set_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 TILE_SET_EDITOR_PLUGIN_H #define TILE_SET_EDITOR_PLUGIN_H #include "editor/editor_node.h" #include "scene/2d/sprite.h" #include "scene/resources/concave_polygon_shape_2d.h" #include "scene/resources/convex_polygon_shape_2d.h" #include "scene/resources/tile_set.h" #define WORKSPACE_MARGIN Vector2(10, 10) class TilesetEditorContext; class TileSetEditor : public HSplitContainer { friend class TileSetEditorPlugin; friend class TilesetEditorContext; GDCLASS(TileSetEditor, HSplitContainer); enum TextureToolButtons { TOOL_TILESET_ADD_TEXTURE, TOOL_TILESET_REMOVE_TEXTURE, TOOL_TILESET_CREATE_SCENE, TOOL_TILESET_MERGE_SCENE, TOOL_TILESET_MAX }; enum WorkspaceMode { WORKSPACE_EDIT, WORKSPACE_CREATE_SINGLE, WORKSPACE_CREATE_AUTOTILE, WORKSPACE_CREATE_ATLAS, WORKSPACE_MODE_MAX }; enum EditMode { EDITMODE_REGION, EDITMODE_COLLISION, EDITMODE_OCCLUSION, EDITMODE_NAVIGATION, EDITMODE_BITMASK, EDITMODE_PRIORITY, EDITMODE_ICON, EDITMODE_Z_INDEX, EDITMODE_MAX }; enum TileSetTools { SELECT_PREVIOUS, SELECT_NEXT, TOOL_SELECT, BITMASK_COPY, BITMASK_PASTE, BITMASK_CLEAR, SHAPE_NEW_POLYGON, SHAPE_NEW_RECTANGLE, SHAPE_TOGGLE_TYPE, SHAPE_DELETE, SHAPE_KEEP_INSIDE_TILE, TOOL_GRID_SNAP, ZOOM_OUT, ZOOM_1, ZOOM_IN, VISIBLE_INFO, TOOL_MAX }; struct SubtileData { Array collisions; Ref occlusion_shape; Ref navigation_shape; }; Ref tileset; TilesetEditorContext *helper; EditorNode *editor; UndoRedo *undo_redo; ConfirmationDialog *cd; AcceptDialog *err_dialog; EditorFileDialog *texture_dialog; ItemList *texture_list; int option; ToolButton *tileset_toolbar_buttons[TOOL_TILESET_MAX]; MenuButton *tileset_toolbar_tools; Map > texture_map; bool creating_shape; int dragging_point; bool tile_names_visible; Vector2 region_from; Rect2 edited_region; bool draw_edited_region; Vector2 edited_shape_coord; PoolVector2Array current_shape; Map current_tile_data; Map bitmask_map_copy; Vector2 snap_step; Vector2 snap_offset; Vector2 snap_separation; Ref edited_collision_shape; Ref edited_occlusion_shape; Ref edited_navigation_shape; int current_item_index; Sprite *preview; ScrollContainer *scroll; Label *empty_message; Control *workspace_container; bool draw_handles; Control *workspace_overlay; Control *workspace; Button *tool_workspacemode[WORKSPACE_MODE_MAX]; Button *tool_editmode[EDITMODE_MAX]; HSeparator *separator_editmode; HBoxContainer *toolbar; ToolButton *tools[TOOL_MAX]; VSeparator *separator_shape_toggle; VSeparator *separator_bitmask; VSeparator *separator_delete; VSeparator *separator_grid; SpinBox *spin_priority; SpinBox *spin_z_index; WorkspaceMode workspace_mode; EditMode edit_mode; int current_tile; float max_scale; float min_scale; float scale_ratio; void update_texture_list(); void update_texture_list_icon(); void add_texture(Ref p_texture); void remove_texture(Ref p_texture); Ref get_current_texture(); static void _import_node(Node *p_node, Ref p_library); static void _import_scene(Node *p_scene, Ref p_library, bool p_merge); void _undo_redo_import_scene(Node *p_scene, bool p_merge); bool _is_drop_valid(const Dictionary &p_drag_data, const Dictionary &p_item_data) const; Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _file_load_request(const PoolVector &p_path, int p_at_pos = -1); protected: static void _bind_methods(); void _notification(int p_what); public: void edit(const Ref &p_tileset); static Error update_library_file(Node *p_base_scene, Ref ml, bool p_merge = true); TileSetEditor(EditorNode *p_editor); ~TileSetEditor(); private: void _on_tileset_toolbar_button_pressed(int p_index); void _on_tileset_toolbar_confirm(); void _on_texture_list_selected(int p_index); void _on_textures_added(const PoolStringArray &p_paths); void _on_edit_mode_changed(int p_edit_mode); void _on_workspace_mode_changed(int p_workspace_mode); void _on_workspace_overlay_draw(); void _on_workspace_draw(); void _on_workspace_process(); void _on_scroll_container_input(const Ref &p_event); void _on_workspace_input(const Ref &p_ie); void _on_tool_clicked(int p_tool); void _on_priority_changed(float val); void _on_z_index_changed(float val); void _on_grid_snap_toggled(bool p_val); Vector _get_collision_shape_points(const Ref &p_shape); Vector _get_edited_shape_points(); void _set_edited_shape_points(const Vector &points); void _update_tile_data(); void _update_toggle_shape_button(); void _select_next_tile(); void _select_previous_tile(); Array _get_tiles_in_current_texture(bool sorted = false); bool _sort_tiles(Variant p_a, Variant p_b); void _select_next_subtile(); void _select_previous_subtile(); void _select_next_shape(); void _select_previous_shape(); void _set_edited_collision_shape(const Ref &p_shape); void _set_snap_step(Vector2 p_val); void _set_snap_off(Vector2 p_val); void _set_snap_sep(Vector2 p_val); void _validate_current_tile_id(); void _select_edited_shape_coord(); void _undo_tile_removal(int p_id); void _zoom_in(); void _zoom_out(); void _zoom_reset(); void draw_highlight_current_tile(); void draw_highlight_subtile(Vector2 coord, const Vector &other_highlighted = Vector()); void draw_tile_subdivision(int p_id, Color p_color) const; void draw_edited_region_subdivision() const; void draw_grid_snap(); void draw_polygon_shapes(); void close_shape(const Vector2 &shape_anchor); void select_coord(const Vector2 &coord); Vector2 snap_point(const Vector2 &point); void update_workspace_tile_mode(); void update_workspace_minsize(); void update_edited_region(const Vector2 &end_point); int get_grabbed_point(const Vector2 &p_mouse_pos, real_t grab_threshold); bool is_within_grabbing_distance_of_first_point(const Vector2 &p_pos, real_t p_grab_threshold); int get_current_tile() const; void set_current_tile(int p_id); }; class TilesetEditorContext : public Object { friend class TileSetEditor; GDCLASS(TilesetEditorContext, Object); Ref tileset; TileSetEditor *tileset_editor; bool snap_options_visible; public: bool _hide_script_from_inspector() { return true; } void set_tileset(const Ref &p_tileset); private: void set_snap_options_visible(bool p_visible); protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); public: TilesetEditorContext(TileSetEditor *p_tileset_editor); }; class TileSetEditorPlugin : public EditorPlugin { GDCLASS(TileSetEditorPlugin, EditorPlugin); TileSetEditor *tileset_editor; Button *tileset_editor_button; EditorNode *editor; public: virtual String get_name() const { return "TileSet"; } bool has_main_screen() const { return false; } virtual void edit(Object *p_node); virtual bool handles(Object *p_node) const; virtual void make_visible(bool p_visible); void set_state(const Dictionary &p_state); Dictionary get_state() const; TileSetEditorPlugin(EditorNode *p_node); }; #endif // TILE_SET_EDITOR_PLUGIN_H