virtualx-engine/editor/plugins/particles_editor_plugin.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

113 lines
3.9 KiB
C++

/*************************************************************************/
/* particles_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 PARTICLES_EDITOR_PLUGIN_H
#define PARTICLES_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/particles.h"
#include "scene/gui/spin_box.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ParticlesEditor : public Control {
GDCLASS(ParticlesEditor, Control);
Panel *panel;
MenuButton *options;
HBoxContainer *particles_editor_hb;
Particles *node;
EditorFileDialog *emission_file_dialog;
SceneTreeDialog *emission_tree_dialog;
ConfirmationDialog *err_dialog;
ConfirmationDialog *emission_dialog;
SpinBox *emission_amount;
OptionButton *emission_fill;
ConfirmationDialog *generate_aabb;
SpinBox *generate_seconds;
enum Menu {
MENU_OPTION_GENERATE_AABB,
MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_NODE,
MENU_OPTION_CREATE_EMISSION_VOLUME_FROM_MESH,
MENU_OPTION_CLEAR_EMISSION_VOLUME,
};
PoolVector<Face3> geometry;
void _generate_aabb();
void _generate_emission_points();
void _node_selected(const NodePath &p_path);
void _menu_option(int);
void _populate();
friend class ParticlesEditorPlugin;
protected:
void _notification(int p_notification);
void _node_removed(Node *p_node);
static void _bind_methods();
public:
void edit(Particles *p_particles);
ParticlesEditor();
};
class ParticlesEditorPlugin : public EditorPlugin {
GDCLASS(ParticlesEditorPlugin, EditorPlugin);
ParticlesEditor *particles_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Particles"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
ParticlesEditorPlugin(EditorNode *p_node);
~ParticlesEditorPlugin();
};
#endif // PARTICLES_EDITOR_PLUGIN_H