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199 | /**************************************************************************/
/* sprite_frames_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. */
/**************************************************************************/
#ifndef SPRITE_FRAMES_EDITOR_PLUGIN_H
#define SPRITE_FRAMES_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/animated_sprite.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/split_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"
class SpriteFramesEditor : public HSplitContainer {
GDCLASS(SpriteFramesEditor, HSplitContainer);
enum {
PARAM_USE_CURRENT, // Used in callbacks to indicate `dominant_param` should be not updated.
PARAM_FRAME_COUNT, // Keep "Horizontal" & "Vertical" values.
PARAM_SIZE, // Keep "Size" values.
};
int dominant_param = PARAM_FRAME_COUNT;
ToolButton *load;
ToolButton *load_sheet;
ToolButton *_delete;
ToolButton *copy;
ToolButton *paste;
ToolButton *empty;
ToolButton *empty2;
ToolButton *move_up;
ToolButton *move_down;
ToolButton *zoom_out;
ToolButton *zoom_reset;
ToolButton *zoom_in;
ItemList *tree;
bool loading_scene;
int sel;
ToolButton *new_anim;
ToolButton *remove_anim;
LineEdit *anim_search_box;
Tree *animations;
SpinBox *anim_speed;
CheckButton *anim_loop;
EditorFileDialog *file;
AcceptDialog *dialog;
SpriteFrames *frames;
StringName edited_anim;
ConfirmationDialog *delete_dialog;
ConfirmationDialog *split_sheet_dialog;
ScrollContainer *split_sheet_scroll;
TextureRect *split_sheet_preview;
SpinBox *split_sheet_h;
SpinBox *split_sheet_v;
SpinBox *split_sheet_size_x;
SpinBox *split_sheet_size_y;
SpinBox *split_sheet_sep_x;
SpinBox *split_sheet_sep_y;
SpinBox *split_sheet_offset_x;
SpinBox *split_sheet_offset_y;
ToolButton *split_sheet_zoom_out;
ToolButton *split_sheet_zoom_reset;
ToolButton *split_sheet_zoom_in;
EditorFileDialog *file_split_sheet;
Set<int> frames_selected;
Set<int> frames_toggled_by_mouse_hover;
int last_frame_selected;
float scale_ratio;
int thumbnail_default_size;
float thumbnail_zoom;
float max_thumbnail_zoom;
float min_thumbnail_zoom;
float sheet_zoom;
float max_sheet_zoom;
float min_sheet_zoom;
Size2i _get_frame_count() const;
Size2i _get_frame_size() const;
Size2i _get_offset() const;
Size2i _get_separation() const;
void _load_pressed();
void _file_load_request(const PoolVector<String> &p_path, int p_at_pos = -1);
void _copy_pressed();
void _paste_pressed();
void _empty_pressed();
void _empty2_pressed();
void _delete_pressed();
void _up_pressed();
void _down_pressed();
void _update_library(bool p_skip_selector = false);
void _animation_select();
void _animation_name_edited();
void _animation_add();
void _animation_remove();
void _animation_remove_confirmed();
void _animation_search_text_changed(const String &p_text);
void _animation_loop_changed();
void _animation_fps_changed(double p_value);
void _tree_input(const Ref<InputEvent> &p_event);
void _zoom_in();
void _zoom_out();
void _zoom_reset();
bool updating;
bool updating_split_settings = false; // Skip SpinBox/Range callback when setting value by code.
UndoRedo *undo_redo;
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 _open_sprite_sheet();
void _prepare_sprite_sheet(const String &p_file);
int _sheet_preview_position_to_frame_index(const Vector2 &p_position);
void _sheet_preview_draw();
void _sheet_spin_changed(double p_value, int p_dominant_param);
void _sheet_preview_input(const Ref<InputEvent> &p_event);
void _sheet_scroll_input(const Ref<InputEvent> &p_event);
void _sheet_add_frames();
void _sheet_zoom_on_position(float p_zoom, const Vector2 &p_position);
void _sheet_zoom_in();
void _sheet_zoom_out();
void _sheet_zoom_reset();
void _sheet_select_clear_all_frames();
protected:
void _notification(int p_what);
void _gui_input(Ref<InputEvent> p_event);
static void _bind_methods();
public:
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
void edit(SpriteFrames *p_frames);
SpriteFramesEditor();
};
class SpriteFramesEditorPlugin : public EditorPlugin {
GDCLASS(SpriteFramesEditorPlugin, EditorPlugin);
SpriteFramesEditor *frames_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "SpriteFrames"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
SpriteFramesEditorPlugin(EditorNode *p_node);<--- Class 'SpriteFramesEditorPlugin' has a constructor with 1 argument that is not explicit. [+]Class 'SpriteFramesEditorPlugin' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~SpriteFramesEditorPlugin();
};
#endif // SPRITE_FRAMES_EDITOR_PLUGIN_H
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