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Add RayCast2D target_position editor handle
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79
editor/plugins/ray_cast_2d_editor_plugin.h
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79
editor/plugins/ray_cast_2d_editor_plugin.h
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/*************************************************************************/
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/* ray_cast_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 RAY_CAST_2D_EDITOR_PLUGIN_H
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#define RAY_CAST_2D_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "scene/2d/ray_cast_2d.h"
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class CanvasItemEditor;
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class RayCast2DEditor : public Control {
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GDCLASS(RayCast2DEditor, Control);
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UndoRedo *undo_redo = nullptr;
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CanvasItemEditor *canvas_item_editor = nullptr;
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RayCast2D *node;
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bool pressed = false;
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Point2 original_target_position;
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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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public:
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bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
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void forward_canvas_draw_over_viewport(Control *p_overlay);
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void edit(Node *p_node);
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RayCast2DEditor();
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};
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class RayCast2DEditorPlugin : public EditorPlugin {
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GDCLASS(RayCast2DEditorPlugin, EditorPlugin);
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RayCast2DEditor *ray_cast_2d_editor = nullptr;
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public:
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) override { return ray_cast_2d_editor->forward_canvas_gui_input(p_event); }
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virtual void forward_canvas_draw_over_viewport(Control *p_overlay) override { ray_cast_2d_editor->forward_canvas_draw_over_viewport(p_overlay); }
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virtual String get_name() const override { return "RayCast2D"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool visible) override;
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RayCast2DEditorPlugin();
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};
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#endif // RAY_CAST_2D_EDITOR_PLUGIN_H
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