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Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29c)
This commit is contained in:
101
editor/plugins/collision_shape_2d_editor_plugin.h
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101
editor/plugins/collision_shape_2d_editor_plugin.h
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/*************************************************************************/
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/* collision_shape_2d_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 COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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#define COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "editor/editor_node.h"
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#include "scene/2d/collision_shape_2d.h"
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class CanvasItemEditor;
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class CollisionShape2DEditor : public Control {
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OBJ_TYPE(CollisionShape2DEditor, Control);
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enum ShapeType {
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CAPSULE_SHAPE,
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CIRCLE_SHAPE,
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CONCAVE_POLYGON_SHAPE,
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CONVEX_POLYGON_SHAPE,
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LINE_SHAPE,
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RAY_SHAPE,
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RECTANGLE_SHAPE,
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SEGMENT_SHAPE
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};
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EditorNode* editor;
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UndoRedo* undo_redo;
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CanvasItemEditor* canvas_item_editor;
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CollisionShape2D* node;
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Vector<Point2> handles;
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int shape_type;
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int edit_handle;
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bool pressed;
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Variant original;
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Variant get_handle_value(int idx) const;
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void set_handle(int idx, Point2& p_point);
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void commit_handle(int idx, Variant& p_org);
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void _get_current_shape_type();
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void _canvas_draw();
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protected:
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static void _bind_methods();
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public:
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bool forward_input_event(const InputEvent& p_event);
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void edit(Node* p_node);
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CollisionShape2DEditor(EditorNode* p_editor);
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};
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class CollisionShape2DEditorPlugin : public EditorPlugin {
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OBJ_TYPE(CollisionShape2DEditorPlugin, EditorPlugin);
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CollisionShape2DEditor* collision_shape_2d_editor;
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EditorNode* editor;
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public:
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virtual bool forward_input_event(const InputEvent& p_event) { return collision_shape_2d_editor->forward_input_event(p_event); }
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virtual String get_name() const { return "CollisionShape2D"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object* p_obj);
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virtual bool handles(Object* p_obj) const;
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virtual void make_visible(bool visible);
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CollisionShape2DEditorPlugin(EditorNode* p_editor);
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~CollisionShape2DEditorPlugin();
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};
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#endif //COLLISION_SHAPE_2D_EDITOR_PLUGIN_H
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