virtualx-engine/tools/editor/plugins/particles_2d_editor_plugin.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

82 lines
3.2 KiB
C++

/*************************************************************************/
/* particles_2d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 PARTICLES_2D_EDITOR_PLUGIN_H
#define PARTICLES_2D_EDITOR_PLUGIN_H
#include "tools/editor/editor_plugin.h"
#include "tools/editor/editor_node.h"
#include "scene/2d/collision_polygon_2d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/file_dialog.h"
#include "scene/2d/particles_2d.h"
class Particles2DEditorPlugin : public EditorPlugin {
OBJ_TYPE( Particles2DEditorPlugin, EditorPlugin );
enum {
MENU_LOAD_EMISSION_MASK,
MENU_CLEAR_EMISSION_MASK
};
Particles2D *particles;
EditorFileDialog *file;
EditorNode *editor;
HBoxContainer *toolbar;
MenuButton *menu;
SpinBox *epoints;
UndoRedo *undo_redo;
void _file_selected(const String& p_file);
void _menu_callback(int p_idx);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual String get_name() const { return "Particles2D"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
Particles2DEditorPlugin(EditorNode *p_node);
~Particles2DEditorPlugin();
};
#endif // PARTICLES_2D_EDITOR_PLUGIN_H