72ae89c5aa
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
89 lines
3 KiB
C++
89 lines
3 KiB
C++
/*************************************************************************/
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/* popup.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) 2007-2014 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 POPUP_H
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#define POPUP_H
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#include "scene/gui/control.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Popup : public Control {
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OBJ_TYPE( Popup, Control );
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bool exclusive;
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bool popped_up;
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protected:
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virtual void _post_popup() {}
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void _input_event(InputEvent p_event);
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void _notification(int p_what);
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void _fix_size();
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_POST_POPUP=80,
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NOTIFICATION_POPUP_HIDE=81
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};
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void set_exclusive(bool p_exclusive);
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bool is_exclusive() const;
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void popup_centered_ratio(float p_screen_ratio=0.75);
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void popup_centered(const Size2& p_size=Size2());
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void popup_centered_minsize(const Size2& p_minsize=Size2());
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virtual void popup();
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Popup();
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~Popup();
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};
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class PopupPanel : public Popup {
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OBJ_TYPE(PopupPanel,Popup);
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protected:
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void _notification(int p_what);
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public:
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void set_child_rect(Control *p_child);
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PopupPanel();
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};
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#endif
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