1 /*************************************************************************/
2 /* skeleton_2d_editor_plugin.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
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8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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29 /*************************************************************************/
30
31 #include "skeleton_2d_editor_plugin.h"
32
33 #include "canvas_item_editor_plugin.h"
34 #include "scene/2d/mesh_instance_2d.h"
35 #include "scene/gui/box_container.h"
36 #include "thirdparty/misc/clipper.hpp"
37
_node_removed(Node * p_node)38 void Skeleton2DEditor::_node_removed(Node *p_node) {
39
40 if (p_node == node) {
41 node = NULL;
42 options->hide();
43 }
44 }
45
edit(Skeleton2D * p_sprite)46 void Skeleton2DEditor::edit(Skeleton2D *p_sprite) {
47
48 node = p_sprite;
49 }
50
_menu_option(int p_option)51 void Skeleton2DEditor::_menu_option(int p_option) {
52
53 if (!node) {
54 return;
55 }
56
57 switch (p_option) {
58 case MENU_OPTION_MAKE_REST: {
59
60 if (node->get_bone_count() == 0) {
61 err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
62 err_dialog->popup_centered_minsize();
63 return;
64 }
65 UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
66 ur->create_action(TTR("Create Rest Pose from Bones"));
67 for (int i = 0; i < node->get_bone_count(); i++) {
68 Bone2D *bone = node->get_bone(i);
69 ur->add_do_method(bone, "set_rest", bone->get_transform());
70 ur->add_undo_method(bone, "set_rest", bone->get_rest());
71 }
72 ur->commit_action();
73
74 } break;
75 case MENU_OPTION_SET_REST: {
76 if (node->get_bone_count() == 0) {
77 err_dialog->set_text(TTR("This skeleton has no bones, create some children Bone2D nodes."));
78 err_dialog->popup_centered_minsize();
79 return;
80 }
81 UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
82 ur->create_action(TTR("Set Rest Pose to Bones"));
83 for (int i = 0; i < node->get_bone_count(); i++) {
84 Bone2D *bone = node->get_bone(i);
85 ur->add_do_method(bone, "set_transform", bone->get_rest());
86 ur->add_undo_method(bone, "set_transform", bone->get_transform());
87 }
88 ur->commit_action();
89
90 } break;
91 }
92 }
93
_bind_methods()94 void Skeleton2DEditor::_bind_methods() {
95
96 ClassDB::bind_method("_menu_option", &Skeleton2DEditor::_menu_option);
97 }
98
Skeleton2DEditor()99 Skeleton2DEditor::Skeleton2DEditor() {
100
101 options = memnew(MenuButton);
102
103 CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
104
105 options->set_text(TTR("Skeleton2D"));
106 options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Skeleton2D", "EditorIcons"));
107
108 options->get_popup()->add_item(TTR("Make Rest Pose (From Bones)"), MENU_OPTION_MAKE_REST);
109 options->get_popup()->add_separator();
110 options->get_popup()->add_item(TTR("Set Bones to Rest Pose"), MENU_OPTION_SET_REST);
111 options->set_switch_on_hover(true);
112
113 options->get_popup()->connect("id_pressed", this, "_menu_option");
114
115 err_dialog = memnew(AcceptDialog);
116 add_child(err_dialog);
117 }
118
edit(Object * p_object)119 void Skeleton2DEditorPlugin::edit(Object *p_object) {
120
121 sprite_editor->edit(Object::cast_to<Skeleton2D>(p_object));
122 }
123
handles(Object * p_object) const124 bool Skeleton2DEditorPlugin::handles(Object *p_object) const {
125
126 return p_object->is_class("Skeleton2D");
127 }
128
make_visible(bool p_visible)129 void Skeleton2DEditorPlugin::make_visible(bool p_visible) {
130
131 if (p_visible) {
132 sprite_editor->options->show();
133 } else {
134
135 sprite_editor->options->hide();
136 sprite_editor->edit(NULL);
137 }
138 }
139
Skeleton2DEditorPlugin(EditorNode * p_node)140 Skeleton2DEditorPlugin::Skeleton2DEditorPlugin(EditorNode *p_node) {
141
142 editor = p_node;
143 sprite_editor = memnew(Skeleton2DEditor);
144 editor->get_viewport()->add_child(sprite_editor);
145 make_visible(false);
146
147 //sprite_editor->options->hide();
148 }
149
~Skeleton2DEditorPlugin()150 Skeleton2DEditorPlugin::~Skeleton2DEditorPlugin() {
151 }
152