/**************************************************************************/
/* skeleton_2d_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. */
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/**************************************************************************/
#ifndef SKELETON_2D_EDITOR_PLUGIN_H
#define SKELETON_2D_EDITOR_PLUGIN_H
#include "editor/plugins/editor_plugin.h"
#include "scene/2d/skeleton_2d.h"
class AcceptDialog;
class MenuButton;
class Skeleton2DEditor : public Control {
GDCLASS(Skeleton2DEditor, Control);
enum Menu {
MENU_OPTION_SET_REST,
MENU_OPTION_MAKE_REST,
};
Skeleton2D *node = nullptr;
MenuButton *options = nullptr;
AcceptDialog *err_dialog = nullptr;
void _menu_option(int p_option);
//void _create_uv_lines();
friend class Skeleton2DEditorPlugin;
protected:
void _node_removed(Node *p_node);
public:
void edit(Skeleton2D *p_sprite);
Skeleton2DEditor();
};
class Skeleton2DEditorPlugin : public EditorPlugin {
GDCLASS(Skeleton2DEditorPlugin, EditorPlugin);
Skeleton2DEditor *sprite_editor = nullptr;
public:
virtual String get_plugin_name() const override { return "Skeleton2D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;<--- make_visible is a virtual function
Skeleton2DEditorPlugin();
~Skeleton2DEditorPlugin();
};
#endif // SKELETON_2D_EDITOR_PLUGIN_H