virtualx-engine/editor/plugins/texture_layered_editor_plugin.h

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/*************************************************************************/
/* texture_layered_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEXTURE_LAYERED_EDITOR_PLUGIN_H
#define TEXTURE_LAYERED_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/gui/spin_box.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
class TextureLayeredEditor : public Control {
GDCLASS(TextureLayeredEditor, Control);
SpinBox *layer = nullptr;
Label *info = nullptr;
Ref<TextureLayered> texture;
Ref<Shader> shaders[3];
Ref<ShaderMaterial> materials[3];
float x_rot = 0;
float y_rot = 0;
Control *texture_rect = nullptr;
void _make_shaders();
void _update_material();
bool setting;
void _layer_changed(double) {
if (!setting) {
_update_material();
}
}
void _texture_rect_update_area();
void _texture_rect_draw();
void _texture_changed();
protected:
void _notification(int p_what);
virtual void gui_input(const Ref<InputEvent> &p_event) override;
public:
void edit(Ref<TextureLayered> p_texture);
TextureLayeredEditor();
~TextureLayeredEditor();
};
class EditorInspectorPluginLayeredTexture : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginLayeredTexture, EditorInspectorPlugin);
public:
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virtual bool can_handle(Object *p_object) override;
virtual void parse_begin(Object *p_object) override;
};
class TextureLayeredEditorPlugin : public EditorPlugin {
GDCLASS(TextureLayeredEditorPlugin, EditorPlugin);
public:
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virtual String get_name() const override { return "TextureLayered"; }
TextureLayeredEditorPlugin();
};
#endif // TEXTURE_LAYERED_EDITOR_PLUGIN_H