2017-04-28 20:04:09 +02:00
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/*************************************************************************/
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/* gradient_texture_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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/* Copyright (c) 2014-2017 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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2017-04-07 04:36:37 +02:00
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#ifndef GRADIENT_TEXTURE_EDITOR_PLUGIN_H
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#define GRADIENT_TEXTURE_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/resources/texture.h"
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class GradientTextureEdit : public Control {
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GDCLASS(GradientTextureEdit, Control);
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PopupPanel *popup;
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ColorPicker *picker;
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Ref<ImageTexture> checker;
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bool grabbing;
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int grabbed;
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Vector<GradientTexture::Point> points;
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void _draw_checker(int x, int y, int w, int h);
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void _color_changed(const Color &p_color);
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int _get_point_from_pos(int x);
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void _show_color_picker();
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protected:
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void _gui_input(const InputEvent &p_event);
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_ramp(const Vector<float> &p_offsets, const Vector<Color> &p_colors);
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Vector<float> get_offsets() const;
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Vector<Color> get_colors() const;
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void set_points(Vector<GradientTexture::Point> &p_points);
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Vector<GradientTexture::Point> &get_points();
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virtual Size2 get_minimum_size() const;
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GradientTextureEdit();
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virtual ~GradientTextureEdit();
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};
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class GradientTextureEditorPlugin : public EditorPlugin {
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GDCLASS(GradientTextureEditorPlugin, EditorPlugin);
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bool _2d;
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Ref<GradientTexture> gradient_texture_ref;
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GradientTextureEdit *ramp_editor;
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EditorNode *editor;
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ToolButton *gradient_button;
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protected:
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static void _bind_methods();
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void _ramp_changed();
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void _undo_redo_gradient_texture(const Vector<float> &offsets, const Vector<Color> &colors);
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public:
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virtual String get_name() const { return "GradientTexture"; }
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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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GradientTextureEditorPlugin(EditorNode *p_node);
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~GradientTextureEditorPlugin();
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};
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#endif // GRADIENT_TEXTURE_EDITOR_PLUGIN_H
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