/*************************************************************************/ /* texture_layered_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_node.h" #include "editor/editor_plugin.h" #include "scene/resources/shader.h" #include "scene/resources/texture.h" class TextureLayeredEditor : public Control { GDCLASS(TextureLayeredEditor, Control); SpinBox *layer; Label *info; Ref<TextureLayered> texture; Ref<Shader> shaders[3]; Ref<ShaderMaterial> materials[3]; float x_rot = 0; float y_rot = 0; Control *texture_rect; 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(); protected: void _notification(int p_what); void _gui_input(Ref<InputEvent> p_event); void _changed_callback(Object *p_changed, const char *p_prop) override; static void _bind_methods(); public: void edit(Ref<TextureLayered> p_texture); TextureLayeredEditor(); ~TextureLayeredEditor(); }; class EditorInspectorPluginLayeredTexture : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginLayeredTexture, EditorInspectorPlugin); public: virtual bool can_handle(Object *p_object) override; virtual void parse_begin(Object *p_object) override; }; class TextureLayeredEditorPlugin : public EditorPlugin { GDCLASS(TextureLayeredEditorPlugin, EditorPlugin); public: virtual String get_name() const override { return "TextureLayered"; } TextureLayeredEditorPlugin(EditorNode *p_node); }; #endif // TEXTURE_EDITOR_PLUGIN_H