1 /*************************************************************************/
2 /*  light_occluder_2d_editor_plugin.h                                    */
3 /*************************************************************************/
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5 /*                           GODOT ENGINE                                */
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8 /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
9 /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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29 /*************************************************************************/
30 #ifndef LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
31 #define LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
32 
33 #include "editor/editor_node.h"
34 #include "editor/editor_plugin.h"
35 #include "scene/2d/light_occluder_2d.h"
36 #include "scene/gui/button_group.h"
37 #include "scene/gui/tool_button.h"
38 
39 /**
40 	@author Juan Linietsky <reduzio@gmail.com>
41 */
42 class CanvasItemEditor;
43 
44 class LightOccluder2DEditor : public HBoxContainer {
45 
46 	OBJ_TYPE(LightOccluder2DEditor, HBoxContainer);
47 
48 	UndoRedo *undo_redo;
49 	enum Mode {
50 
51 		MODE_CREATE,
52 		MODE_EDIT,
53 
54 	};
55 
56 	Mode mode;
57 
58 	ToolButton *button_create;
59 	ToolButton *button_edit;
60 
61 	CanvasItemEditor *canvas_item_editor;
62 	EditorNode *editor;
63 	Panel *panel;
64 	LightOccluder2D *node;
65 	MenuButton *options;
66 
67 	int edited_point;
68 	Vector2 edited_point_pos;
69 	Vector<Vector2> pre_move_edit;
70 	Vector<Vector2> wip;
71 	bool wip_active;
72 
73 	ConfirmationDialog *create_poly;
74 
75 	void _wip_close(bool p_closed);
76 	void _canvas_draw();
77 	void _menu_option(int p_option);
78 	void _create_poly();
79 
80 protected:
81 	void _notification(int p_what);
82 	void _node_removed(Node *p_node);
83 	static void _bind_methods();
84 
85 public:
86 	Vector2 snap_point(const Vector2 &p_point) const;
87 	bool forward_input_event(const InputEvent &p_event);
88 	void edit(Node *p_collision_polygon);
89 	LightOccluder2DEditor(EditorNode *p_editor);
90 };
91 
92 class LightOccluder2DEditorPlugin : public EditorPlugin {
93 
94 	OBJ_TYPE(LightOccluder2DEditorPlugin, EditorPlugin);
95 
96 	LightOccluder2DEditor *collision_polygon_editor;
97 	EditorNode *editor;
98 
99 public:
forward_input_event(const InputEvent & p_event)100 	virtual bool forward_input_event(const InputEvent &p_event) { return collision_polygon_editor->forward_input_event(p_event); }
101 
get_name()102 	virtual String get_name() const { return "LightOccluder2D"; }
has_main_screen()103 	bool has_main_screen() const { return false; }
104 	virtual void edit(Object *p_node);
105 	virtual bool handles(Object *p_node) const;
106 	virtual void make_visible(bool p_visible);
107 
108 	LightOccluder2DEditorPlugin(EditorNode *p_node);
109 	~LightOccluder2DEditorPlugin();
110 };
111 
112 #endif // LIGHT_OCCLUDER_2D_EDITOR_PLUGIN_H
113