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c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
261 lines
6.5 KiB
C++
261 lines
6.5 KiB
C++
/*************************************************************************/
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/* grid_map_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GRID_MAP_EDITOR_PLUGIN_H
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#define GRID_MAP_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "grid_map.h"
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#include "tools/editor/pane_drag.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class SpatialEditorPlugin;
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class GridMapEditor : public VBoxContainer {
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OBJ_TYPE(GridMapEditor, VBoxContainer );
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enum {
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GRID_CURSOR_SIZE=50
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};
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enum InputAction {
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INPUT_NONE,
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INPUT_PAINT,
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INPUT_ERASE,
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INPUT_COPY,
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INPUT_SELECT,
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INPUT_DUPLICATE,
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};
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enum ClipMode {
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CLIP_DISABLED,
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CLIP_ABOVE,
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CLIP_BELOW
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};
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enum DisplayMode {
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DISPLAY_THUMBNAIL,
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DISPLAY_LIST
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};
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UndoRedo *undo_redo;
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InputAction input_action;
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Panel *panel;
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MenuButton * options;
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SpinBox *floor;
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OptionButton *edit_mode;
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ToolButton *mode_thumbnail;
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ToolButton *mode_list;
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HBoxContainer *spatial_editor_hb;
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ConfirmationDialog *settings_dialog;
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VBoxContainer *settings_vbc;
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SpinBox *settings_pick_distance;
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struct SetItem {
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Vector3 pos;
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int new_value;
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int new_orientation;
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int old_value;
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int old_orientation;
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};
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List<SetItem> set_items;
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GridMap *node;
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MeshLibrary* last_theme;
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ClipMode clip_mode;
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bool lock_view;
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Transform grid_xform;
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Transform edit_grid_xform;
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Vector3::Axis edit_axis;
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int edit_floor[3];
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Vector3 grid_ofs;
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RID grid[3];
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RID grid_instance[3];
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RID cursor_instance;
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RID selection_mesh;
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RID selection_instance;
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RID duplicate_mesh;
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RID duplicate_instance;
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RID indicator_mat;
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RID inner_mat;
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RID outer_mat;
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RID inner_mat_dup;
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RID outer_mat_dup;
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bool updating;
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struct Selection {
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Vector3 click;
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Vector3 current;
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Vector3 begin;
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Vector3 end;
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int duplicate_rot;
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bool active;
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} selection;
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bool cursor_visible;
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Transform cursor_transform;
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Vector3 cursor_origin;
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Vector3 last_mouseover;
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int display_mode;
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int selected_pallete;
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int selected_area;
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int cursor_rot;
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enum Menu {
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MENU_OPTION_CONFIGURE,
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MENU_OPTION_NEXT_LEVEL,
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MENU_OPTION_PREV_LEVEL,
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MENU_OPTION_LOCK_VIEW,
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MENU_OPTION_CLIP_DISABLED,
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MENU_OPTION_CLIP_ABOVE,
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MENU_OPTION_CLIP_BELOW,
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MENU_OPTION_X_AXIS,
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MENU_OPTION_Y_AXIS,
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MENU_OPTION_Z_AXIS,
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MENU_OPTION_CURSOR_ROTATE_Y,
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MENU_OPTION_CURSOR_ROTATE_X,
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MENU_OPTION_CURSOR_ROTATE_Z,
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MENU_OPTION_CURSOR_BACK_ROTATE_Y,
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MENU_OPTION_CURSOR_BACK_ROTATE_X,
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MENU_OPTION_CURSOR_BACK_ROTATE_Z,
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MENU_OPTION_CURSOR_CLEAR_ROTATION,
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MENU_OPTION_DUPLICATE_SELECTS,
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MENU_OPTION_SELECTION_MAKE_AREA,
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MENU_OPTION_SELECTION_MAKE_EXTERIOR_CONNECTOR,
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MENU_OPTION_SELECTION_DUPLICATE,
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MENU_OPTION_SELECTION_CLEAR,
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MENU_OPTION_REMOVE_AREA,
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MENU_OPTION_GRIDMAP_SETTINGS
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};
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SpatialEditorPlugin *spatial_editor;
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struct AreaDisplay {
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RID mesh;
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RID instance;
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};
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Vector<AreaDisplay> areas;
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void _update_areas_display();
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void _clear_areas();
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void update_grid();
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void _configure();
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void _menu_option(int);
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void update_pallete();
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void _set_display_mode(int p_mode);
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ItemList *theme_pallete;
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Tree *area_list;
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void _item_selected_cbk(int idx);
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void _update_cursor_transform();
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void _update_cursor_instance();
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void _update_clip();
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void _update_duplicate_indicator();
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void _duplicate_paste();
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void _update_selection_transform();
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void _validate_selection();
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void _edit_mode_changed(int p_what);
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void _area_renamed();
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void _area_selected();
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void _floor_changed(float p_value);
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void _delete_selection();
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void update_areas();
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EditorNode *editor;
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bool do_input_action(Camera* p_camera,const Point2& p_point,bool p_click);
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friend class GridMapEditorPlugin;
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Panel *theme_panel;
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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public:
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bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event);
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void edit(GridMap *p_gridmap);
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GridMapEditor() {}
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GridMapEditor(EditorNode *p_editor);
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~GridMapEditor();
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};
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class GridMapEditorPlugin : public EditorPlugin {
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OBJ_TYPE( GridMapEditorPlugin, EditorPlugin );
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GridMapEditor *gridmap_editor;
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EditorNode *editor;
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public:
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virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event) { return gridmap_editor->forward_spatial_input_event(p_camera,p_event); }
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virtual String get_name() const { return "GridMap"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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GridMapEditorPlugin(EditorNode *p_node);
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~GridMapEditorPlugin();
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};
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#endif // CUBE_GRID_MAP_EDITOR_PLUGIN_H
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