texture_layered_editor_plugin.h 3.7 KB

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  1. /*************************************************************************/
  2. /* texture_layered_editor_plugin.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef TEXTURE_LAYERED_EDITOR_PLUGIN_H
  31. #define TEXTURE_LAYERED_EDITOR_PLUGIN_H
  32. #include "editor/editor_plugin.h"
  33. #include "scene/gui/spin_box.h"
  34. #include "scene/resources/shader.h"
  35. #include "scene/resources/texture.h"
  36. class TextureLayeredEditor : public Control {
  37. GDCLASS(TextureLayeredEditor, Control);
  38. SpinBox *layer = nullptr;
  39. Label *info = nullptr;
  40. Ref<TextureLayered> texture;
  41. Ref<Shader> shaders[3];
  42. Ref<ShaderMaterial> materials[3];
  43. float x_rot = 0;
  44. float y_rot = 0;
  45. Control *texture_rect = nullptr;
  46. void _make_shaders();
  47. void _update_material();
  48. bool setting;
  49. void _layer_changed(double) {
  50. if (!setting) {
  51. _update_material();
  52. }
  53. }
  54. void _texture_rect_update_area();
  55. void _texture_rect_draw();
  56. void _texture_changed();
  57. protected:
  58. void _notification(int p_what);
  59. virtual void gui_input(const Ref<InputEvent> &p_event) override;
  60. static void _bind_methods();
  61. public:
  62. void edit(Ref<TextureLayered> p_texture);
  63. TextureLayeredEditor();
  64. ~TextureLayeredEditor();
  65. };
  66. class EditorInspectorPluginLayeredTexture : public EditorInspectorPlugin {
  67. GDCLASS(EditorInspectorPluginLayeredTexture, EditorInspectorPlugin);
  68. public:
  69. virtual bool can_handle(Object *p_object) override;
  70. virtual void parse_begin(Object *p_object) override;
  71. };
  72. class TextureLayeredEditorPlugin : public EditorPlugin {
  73. GDCLASS(TextureLayeredEditorPlugin, EditorPlugin);
  74. public:
  75. virtual String get_name() const override { return "TextureLayered"; }
  76. TextureLayeredEditorPlugin();
  77. };
  78. #endif // TEXTURE_LAYERED_EDITOR_PLUGIN_H