1 /*************************************************************************/
2 /*  sprite_editor_plugin.cpp                                             */
3 /*************************************************************************/
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8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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30 
31 #include "sprite_editor_plugin.h"
32 
33 #include "canvas_item_editor_plugin.h"
34 #include "editor/editor_scale.h"
35 #include "scene/2d/collision_polygon_2d.h"
36 #include "scene/2d/light_occluder_2d.h"
37 #include "scene/2d/mesh_instance_2d.h"
38 #include "scene/2d/polygon_2d.h"
39 #include "scene/gui/box_container.h"
40 #include "thirdparty/misc/clipper.hpp"
41 
_node_removed(Node * p_node)42 void SpriteEditor::_node_removed(Node *p_node) {
43 
44 	if (p_node == node) {
45 		node = NULL;
46 		options->hide();
47 	}
48 }
49 
edit(Sprite * p_sprite)50 void SpriteEditor::edit(Sprite *p_sprite) {
51 
52 	node = p_sprite;
53 }
54 
55 #define PRECISION 10.0
56 
expand(const Vector<Vector2> & points,const Rect2i & rect,float epsilon=2.0)57 Vector<Vector2> expand(const Vector<Vector2> &points, const Rect2i &rect, float epsilon = 2.0) {
58 	int size = points.size();
59 	ERR_FAIL_COND_V(size < 2, Vector<Vector2>());
60 
61 	ClipperLib::Path subj;
62 	ClipperLib::PolyTree solution;
63 	ClipperLib::PolyTree out;
64 
65 	for (int i = 0; i < points.size(); i++) {
66 
67 		subj << ClipperLib::IntPoint(points[i].x * PRECISION, points[i].y * PRECISION);
68 	}
69 	ClipperLib::ClipperOffset co;
70 	co.AddPath(subj, ClipperLib::jtMiter, ClipperLib::etClosedPolygon);
71 	co.Execute(solution, epsilon * PRECISION);
72 
73 	ClipperLib::PolyNode *p = solution.GetFirst();
74 
75 	ERR_FAIL_COND_V(!p, points);
76 
77 	while (p->IsHole()) {
78 		p = p->GetNext();
79 	}
80 
81 	//turn the result into simply polygon (AKA, fix overlap)
82 
83 	//clamp into the specified rect
84 	ClipperLib::Clipper cl;
85 	cl.StrictlySimple(true);
86 	cl.AddPath(p->Contour, ClipperLib::ptSubject, true);
87 	//create the clipping rect
88 	ClipperLib::Path clamp;
89 	clamp.push_back(ClipperLib::IntPoint(0, 0));
90 	clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, 0));
91 	clamp.push_back(ClipperLib::IntPoint(rect.size.width * PRECISION, rect.size.height * PRECISION));
92 	clamp.push_back(ClipperLib::IntPoint(0, rect.size.height * PRECISION));
93 	cl.AddPath(clamp, ClipperLib::ptClip, true);
94 	cl.Execute(ClipperLib::ctIntersection, out);
95 
96 	Vector<Vector2> outPoints;
97 	ClipperLib::PolyNode *p2 = out.GetFirst();
98 	ERR_FAIL_COND_V(!p2, points);
99 
100 	while (p2->IsHole()) {
101 		p2 = p2->GetNext();
102 	}
103 
104 	int lasti = p2->Contour.size() - 1;
105 	Vector2 prev = Vector2(p2->Contour[lasti].X / PRECISION, p2->Contour[lasti].Y / PRECISION);
106 	for (uint64_t i = 0; i < p2->Contour.size(); i++) {
107 
108 		Vector2 cur = Vector2(p2->Contour[i].X / PRECISION, p2->Contour[i].Y / PRECISION);
109 		if (cur.distance_to(prev) > 0.5) {
110 			outPoints.push_back(cur);
111 			prev = cur;
112 		}
113 	}
114 	return outPoints;
115 }
116 
_menu_option(int p_option)117 void SpriteEditor::_menu_option(int p_option) {
118 
119 	if (!node) {
120 		return;
121 	}
122 
123 	selected_menu_item = (Menu)p_option;
124 
125 	switch (p_option) {
126 		case MENU_OPTION_CONVERT_TO_MESH_2D: {
127 
128 			debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
129 			debug_uv_dialog->set_title(TTR("Mesh2D Preview"));
130 
131 			_update_mesh_data();
132 			debug_uv_dialog->popup_centered();
133 			debug_uv->update();
134 
135 		} break;
136 		case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
137 
138 			debug_uv_dialog->get_ok()->set_text(TTR("Create Polygon2D"));
139 			debug_uv_dialog->set_title(TTR("Polygon2D Preview"));
140 
141 			_update_mesh_data();
142 			debug_uv_dialog->popup_centered();
143 			debug_uv->update();
144 		} break;
145 		case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
146 
147 			debug_uv_dialog->get_ok()->set_text(TTR("Create CollisionPolygon2D"));
148 			debug_uv_dialog->set_title(TTR("CollisionPolygon2D Preview"));
149 
150 			_update_mesh_data();
151 			debug_uv_dialog->popup_centered();
152 			debug_uv->update();
153 
154 		} break;
155 		case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
156 
157 			debug_uv_dialog->get_ok()->set_text(TTR("Create LightOccluder2D"));
158 			debug_uv_dialog->set_title(TTR("LightOccluder2D Preview"));
159 
160 			_update_mesh_data();
161 			debug_uv_dialog->popup_centered();
162 			debug_uv->update();
163 
164 		} break;
165 	}
166 }
167 
_update_mesh_data()168 void SpriteEditor::_update_mesh_data() {
169 
170 	Ref<Texture> texture = node->get_texture();
171 	if (texture.is_null()) {
172 		err_dialog->set_text(TTR("Sprite is empty!"));
173 		err_dialog->popup_centered_minsize();
174 		return;
175 	}
176 
177 	if (node->get_hframes() > 1 || node->get_vframes() > 1) {
178 		err_dialog->set_text(TTR("Can't convert a sprite using animation frames to mesh."));
179 		err_dialog->popup_centered_minsize();
180 		return;
181 	}
182 
183 	Ref<Image> image = texture->get_data();
184 	ERR_FAIL_COND(image.is_null());
185 	Rect2 rect;
186 	if (node->is_region())
187 		rect = node->get_region_rect();
188 	else
189 		rect.size = Size2(image->get_width(), image->get_height());
190 
191 	Ref<BitMap> bm;
192 	bm.instance();
193 	bm->create_from_image_alpha(image);
194 
195 	int shrink = shrink_pixels->get_value();
196 	if (shrink > 0) {
197 		bm->shrink_mask(shrink, rect);
198 	}
199 
200 	int grow = grow_pixels->get_value();
201 	if (grow > 0) {
202 		bm->grow_mask(grow, rect);
203 	}
204 
205 	float epsilon = simplification->get_value();
206 
207 	Vector<Vector<Vector2> > lines = bm->clip_opaque_to_polygons(rect, epsilon);
208 
209 	uv_lines.clear();
210 
211 	computed_vertices.clear();
212 	computed_uv.clear();
213 	computed_indices.clear();
214 
215 	Size2 img_size = Vector2(image->get_width(), image->get_height());
216 	for (int i = 0; i < lines.size(); i++) {
217 		lines.write[i] = expand(lines[i], rect, epsilon);
218 	}
219 
220 	if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D) {
221 
222 		for (int j = 0; j < lines.size(); j++) {
223 			int index_ofs = computed_vertices.size();
224 
225 			for (int i = 0; i < lines[j].size(); i++) {
226 				Vector2 vtx = lines[j][i];
227 				computed_uv.push_back(vtx / img_size);
228 
229 				vtx -= rect.position; //offset by rect position
230 
231 				//flip if flipped
232 				if (node->is_flipped_h())
233 					vtx.x = rect.size.x - vtx.x - 1.0;
234 				if (node->is_flipped_v())
235 					vtx.y = rect.size.y - vtx.y - 1.0;
236 
237 				if (node->is_centered())
238 					vtx -= rect.size / 2.0;
239 
240 				computed_vertices.push_back(vtx);
241 			}
242 
243 			Vector<int> poly = Geometry::triangulate_polygon(lines[j]);
244 
245 			for (int i = 0; i < poly.size(); i += 3) {
246 				for (int k = 0; k < 3; k++) {
247 					int idx = i + k;
248 					int idxn = i + (k + 1) % 3;
249 					uv_lines.push_back(lines[j][poly[idx]]);
250 					uv_lines.push_back(lines[j][poly[idxn]]);
251 
252 					computed_indices.push_back(poly[idx] + index_ofs);
253 				}
254 			}
255 		}
256 	}
257 
258 	outline_lines.clear();
259 	computed_outline_lines.clear();
260 
261 	if (selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) {
262 		outline_lines.resize(lines.size());
263 		computed_outline_lines.resize(lines.size());
264 		for (int pi = 0; pi < lines.size(); pi++) {
265 
266 			Vector<Vector2> ol;
267 			Vector<Vector2> col;
268 
269 			ol.resize(lines[pi].size());
270 			col.resize(lines[pi].size());
271 
272 			for (int i = 0; i < lines[pi].size(); i++) {
273 				Vector2 vtx = lines[pi][i];
274 
275 				ol.write[i] = vtx;
276 
277 				vtx -= rect.position; //offset by rect position
278 
279 				//flip if flipped
280 				if (node->is_flipped_h())
281 					vtx.x = rect.size.x - vtx.x - 1.0;
282 				if (node->is_flipped_v())
283 					vtx.y = rect.size.y - vtx.y - 1.0;
284 
285 				if (node->is_centered())
286 					vtx -= rect.size / 2.0;
287 
288 				col.write[i] = vtx;
289 			}
290 
291 			outline_lines.write[pi] = ol;
292 			computed_outline_lines.write[pi] = col;
293 		}
294 	}
295 
296 	debug_uv->update();
297 }
298 
_create_node()299 void SpriteEditor::_create_node() {
300 	switch (selected_menu_item) {
301 		case MENU_OPTION_CONVERT_TO_MESH_2D: {
302 			_convert_to_mesh_2d_node();
303 		} break;
304 		case MENU_OPTION_CONVERT_TO_POLYGON_2D: {
305 			_convert_to_polygon_2d_node();
306 		} break;
307 		case MENU_OPTION_CREATE_COLLISION_POLY_2D: {
308 			_create_collision_polygon_2d_node();
309 		} break;
310 		case MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D: {
311 			_create_light_occluder_2d_node();
312 		} break;
313 	}
314 }
315 
_convert_to_mesh_2d_node()316 void SpriteEditor::_convert_to_mesh_2d_node() {
317 
318 	if (computed_vertices.size() < 3) {
319 		err_dialog->set_text(TTR("Invalid geometry, can't replace by mesh."));
320 		err_dialog->popup_centered_minsize();
321 		return;
322 	}
323 
324 	Ref<ArrayMesh> mesh;
325 	mesh.instance();
326 
327 	Array a;
328 	a.resize(Mesh::ARRAY_MAX);
329 	a[Mesh::ARRAY_VERTEX] = computed_vertices;
330 	a[Mesh::ARRAY_TEX_UV] = computed_uv;
331 	a[Mesh::ARRAY_INDEX] = computed_indices;
332 
333 	mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Mesh::ARRAY_FLAG_USE_2D_VERTICES);
334 
335 	MeshInstance2D *mesh_instance = memnew(MeshInstance2D);
336 	mesh_instance->set_mesh(mesh);
337 
338 	UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
339 	ur->create_action(TTR("Convert to Mesh2D"));
340 	ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, mesh_instance, true, false);
341 	ur->add_do_reference(mesh_instance);
342 	ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", mesh_instance, node, false, false);
343 	ur->add_undo_reference(node);
344 	ur->commit_action();
345 }
346 
_convert_to_polygon_2d_node()347 void SpriteEditor::_convert_to_polygon_2d_node() {
348 
349 	if (computed_outline_lines.empty()) {
350 		err_dialog->set_text(TTR("Invalid geometry, can't create polygon."));
351 		err_dialog->popup_centered_minsize();
352 		return;
353 	}
354 
355 	Polygon2D *polygon_2d_instance = memnew(Polygon2D);
356 
357 	int total_point_count = 0;
358 	for (int i = 0; i < computed_outline_lines.size(); i++)
359 		total_point_count += computed_outline_lines[i].size();
360 
361 	PoolVector2Array polygon;
362 	polygon.resize(total_point_count);
363 	PoolVector2Array::Write polygon_write = polygon.write();
364 
365 	PoolVector2Array uvs;
366 	uvs.resize(total_point_count);
367 	PoolVector2Array::Write uvs_write = uvs.write();
368 
369 	int current_point_index = 0;
370 
371 	Array polys;
372 	polys.resize(computed_outline_lines.size());
373 
374 	for (int i = 0; i < computed_outline_lines.size(); i++) {
375 
376 		Vector<Vector2> outline = computed_outline_lines[i];
377 		Vector<Vector2> uv_outline = outline_lines[i];
378 
379 		PoolIntArray pia;
380 		pia.resize(outline.size());
381 		PoolIntArray::Write pia_write = pia.write();
382 
383 		for (int pi = 0; pi < outline.size(); pi++) {
384 			polygon_write[current_point_index] = outline[pi];
385 			uvs_write[current_point_index] = uv_outline[pi];
386 			pia_write[pi] = current_point_index;
387 			current_point_index++;
388 		}
389 
390 		polys[i] = pia;
391 	}
392 
393 	polygon_2d_instance->set_uv(uvs);
394 	polygon_2d_instance->set_polygon(polygon);
395 	polygon_2d_instance->set_polygons(polys);
396 
397 	UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
398 	ur->create_action(TTR("Convert to Polygon2D"));
399 	ur->add_do_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", node, polygon_2d_instance, true, false);
400 	ur->add_do_reference(polygon_2d_instance);
401 	ur->add_undo_method(EditorNode::get_singleton()->get_scene_tree_dock(), "replace_node", polygon_2d_instance, node, false, false);
402 	ur->add_undo_reference(node);
403 	ur->commit_action();
404 }
405 
_create_collision_polygon_2d_node()406 void SpriteEditor::_create_collision_polygon_2d_node() {
407 
408 	if (computed_outline_lines.empty()) {
409 		err_dialog->set_text(TTR("Invalid geometry, can't create collision polygon."));
410 		err_dialog->popup_centered_minsize();
411 		return;
412 	}
413 
414 	for (int i = 0; i < computed_outline_lines.size(); i++) {
415 
416 		Vector<Vector2> outline = computed_outline_lines[i];
417 
418 		CollisionPolygon2D *collision_polygon_2d_instance = memnew(CollisionPolygon2D);
419 		collision_polygon_2d_instance->set_polygon(outline);
420 
421 		UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
422 		ur->create_action(TTR("Create CollisionPolygon2D Sibling"));
423 		ur->add_do_method(this, "_add_as_sibling_or_child", node, collision_polygon_2d_instance);
424 		ur->add_do_reference(collision_polygon_2d_instance);
425 		ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", collision_polygon_2d_instance);
426 		ur->commit_action();
427 	}
428 }
429 
_create_light_occluder_2d_node()430 void SpriteEditor::_create_light_occluder_2d_node() {
431 
432 	if (computed_outline_lines.empty()) {
433 		err_dialog->set_text(TTR("Invalid geometry, can't create light occluder."));
434 		err_dialog->popup_centered_minsize();
435 		return;
436 	}
437 
438 	for (int i = 0; i < computed_outline_lines.size(); i++) {
439 
440 		Vector<Vector2> outline = computed_outline_lines[i];
441 
442 		Ref<OccluderPolygon2D> polygon;
443 		polygon.instance();
444 
445 		PoolVector2Array a;
446 		a.resize(outline.size());
447 		PoolVector2Array::Write aw = a.write();
448 		for (int io = 0; io < outline.size(); io++) {
449 			aw[io] = outline[io];
450 		}
451 		polygon->set_polygon(a);
452 
453 		LightOccluder2D *light_occluder_2d_instance = memnew(LightOccluder2D);
454 		light_occluder_2d_instance->set_occluder_polygon(polygon);
455 
456 		UndoRedo *ur = EditorNode::get_singleton()->get_undo_redo();
457 		ur->create_action(TTR("Create LightOccluder2D Sibling"));
458 		ur->add_do_method(this, "_add_as_sibling_or_child", node, light_occluder_2d_instance);
459 		ur->add_do_reference(light_occluder_2d_instance);
460 		ur->add_undo_method(node != this->get_tree()->get_edited_scene_root() ? node->get_parent() : this->get_tree()->get_edited_scene_root(), "remove_child", light_occluder_2d_instance);
461 		ur->commit_action();
462 	}
463 }
464 
_add_as_sibling_or_child(Node * p_own_node,Node * p_new_node)465 void SpriteEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node) {
466 	// Can't make sibling if own node is scene root
467 	if (p_own_node != this->get_tree()->get_edited_scene_root()) {
468 		p_own_node->get_parent()->add_child(p_new_node, true);
469 		Object::cast_to<Node2D>(p_new_node)->set_transform(Object::cast_to<Node2D>(p_own_node)->get_transform());
470 	} else {
471 		p_own_node->add_child(p_new_node, true);
472 	}
473 
474 	p_new_node->set_owner(this->get_tree()->get_edited_scene_root());
475 }
476 
_debug_uv_draw()477 void SpriteEditor::_debug_uv_draw() {
478 
479 	Ref<Texture> tex = node->get_texture();
480 	ERR_FAIL_COND(!tex.is_valid());
481 
482 	Point2 draw_pos_offset = Point2(1.0, 1.0);
483 	Size2 draw_size_offset = Size2(2.0, 2.0);
484 
485 	debug_uv->set_clip_contents(true);
486 	debug_uv->draw_texture(tex, draw_pos_offset);
487 	debug_uv->set_custom_minimum_size(tex->get_size() + draw_size_offset);
488 	debug_uv->draw_set_transform(draw_pos_offset, 0, Size2(1.0, 1.0));
489 
490 	Color color = Color(1.0, 0.8, 0.7);
491 
492 	if (selected_menu_item == MENU_OPTION_CONVERT_TO_MESH_2D && uv_lines.size() > 0) {
493 		debug_uv->draw_multiline(uv_lines, color);
494 
495 	} else if ((selected_menu_item == MENU_OPTION_CONVERT_TO_POLYGON_2D || selected_menu_item == MENU_OPTION_CREATE_COLLISION_POLY_2D || selected_menu_item == MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D) && outline_lines.size() > 0) {
496 		for (int i = 0; i < outline_lines.size(); i++) {
497 			Vector<Vector2> outline = outline_lines[i];
498 
499 			debug_uv->draw_polyline(outline, color);
500 			debug_uv->draw_line(outline[0], outline[outline.size() - 1], color);
501 		}
502 	}
503 }
504 
_bind_methods()505 void SpriteEditor::_bind_methods() {
506 
507 	ClassDB::bind_method("_menu_option", &SpriteEditor::_menu_option);
508 	ClassDB::bind_method("_debug_uv_draw", &SpriteEditor::_debug_uv_draw);
509 	ClassDB::bind_method("_update_mesh_data", &SpriteEditor::_update_mesh_data);
510 	ClassDB::bind_method("_create_node", &SpriteEditor::_create_node);
511 	ClassDB::bind_method("_add_as_sibling_or_child", &SpriteEditor::_add_as_sibling_or_child);
512 }
513 
SpriteEditor()514 SpriteEditor::SpriteEditor() {
515 
516 	options = memnew(MenuButton);
517 
518 	CanvasItemEditor::get_singleton()->add_control_to_menu_panel(options);
519 
520 	options->set_text(TTR("Sprite"));
521 	options->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Sprite", "EditorIcons"));
522 
523 	options->get_popup()->add_item(TTR("Convert to Mesh2D"), MENU_OPTION_CONVERT_TO_MESH_2D);
524 	options->get_popup()->add_item(TTR("Convert to Polygon2D"), MENU_OPTION_CONVERT_TO_POLYGON_2D);
525 	options->get_popup()->add_item(TTR("Create CollisionPolygon2D Sibling"), MENU_OPTION_CREATE_COLLISION_POLY_2D);
526 	options->get_popup()->add_item(TTR("Create LightOccluder2D Sibling"), MENU_OPTION_CREATE_LIGHT_OCCLUDER_2D);
527 	options->set_switch_on_hover(true);
528 
529 	options->get_popup()->connect("id_pressed", this, "_menu_option");
530 
531 	err_dialog = memnew(AcceptDialog);
532 	add_child(err_dialog);
533 
534 	debug_uv_dialog = memnew(ConfirmationDialog);
535 	debug_uv_dialog->get_ok()->set_text(TTR("Create Mesh2D"));
536 	debug_uv_dialog->set_title("Mesh 2D Preview");
537 	VBoxContainer *vb = memnew(VBoxContainer);
538 	debug_uv_dialog->add_child(vb);
539 	ScrollContainer *scroll = memnew(ScrollContainer);
540 	scroll->set_custom_minimum_size(Size2(800, 500) * EDSCALE);
541 	scroll->set_enable_h_scroll(true);
542 	scroll->set_enable_v_scroll(true);
543 	vb->add_margin_child(TTR("Preview:"), scroll, true);
544 	debug_uv = memnew(Control);
545 	debug_uv->connect("draw", this, "_debug_uv_draw");
546 	scroll->add_child(debug_uv);
547 	debug_uv_dialog->connect("confirmed", this, "_create_node");
548 
549 	HBoxContainer *hb = memnew(HBoxContainer);
550 	hb->add_child(memnew(Label(TTR("Simplification: "))));
551 	simplification = memnew(SpinBox);
552 	simplification->set_min(0.01);
553 	simplification->set_max(10.00);
554 	simplification->set_step(0.01);
555 	simplification->set_value(2);
556 	hb->add_child(simplification);
557 	hb->add_spacer();
558 	hb->add_child(memnew(Label(TTR("Shrink (Pixels): "))));
559 	shrink_pixels = memnew(SpinBox);
560 	shrink_pixels->set_min(0);
561 	shrink_pixels->set_max(10);
562 	shrink_pixels->set_step(1);
563 	shrink_pixels->set_value(0);
564 	hb->add_child(shrink_pixels);
565 	hb->add_spacer();
566 	hb->add_child(memnew(Label(TTR("Grow (Pixels): "))));
567 	grow_pixels = memnew(SpinBox);
568 	grow_pixels->set_min(0);
569 	grow_pixels->set_max(10);
570 	grow_pixels->set_step(1);
571 	grow_pixels->set_value(2);
572 	hb->add_child(grow_pixels);
573 	hb->add_spacer();
574 	update_preview = memnew(Button);
575 	update_preview->set_text(TTR("Update Preview"));
576 	update_preview->connect("pressed", this, "_update_mesh_data");
577 	hb->add_child(update_preview);
578 	vb->add_margin_child(TTR("Settings:"), hb);
579 
580 	add_child(debug_uv_dialog);
581 }
582 
edit(Object * p_object)583 void SpriteEditorPlugin::edit(Object *p_object) {
584 
585 	sprite_editor->edit(Object::cast_to<Sprite>(p_object));
586 }
587 
handles(Object * p_object) const588 bool SpriteEditorPlugin::handles(Object *p_object) const {
589 
590 	return p_object->is_class("Sprite");
591 }
592 
make_visible(bool p_visible)593 void SpriteEditorPlugin::make_visible(bool p_visible) {
594 
595 	if (p_visible) {
596 		sprite_editor->options->show();
597 	} else {
598 
599 		sprite_editor->options->hide();
600 		sprite_editor->edit(NULL);
601 	}
602 }
603 
SpriteEditorPlugin(EditorNode * p_node)604 SpriteEditorPlugin::SpriteEditorPlugin(EditorNode *p_node) {
605 
606 	editor = p_node;
607 	sprite_editor = memnew(SpriteEditor);
608 	editor->get_viewport()->add_child(sprite_editor);
609 	make_visible(false);
610 
611 	//sprite_editor->options->hide();
612 }
613 
~SpriteEditorPlugin()614 SpriteEditorPlugin::~SpriteEditorPlugin() {
615 }
616