Path: blob/master/editor/scene/texture/texture_layered_editor_plugin.h
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/**************************************************************************/1/* texture_layered_editor_plugin.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "editor/inspector/editor_inspector.h"33#include "editor/plugins/editor_plugin.h"34#include "scene/gui/spin_box.h"35#include "scene/resources/material.h"36#include "scene/resources/shader.h"37#include "scene/resources/texture.h"3839class ColorChannelSelector;4041class TextureLayeredEditor : public Control {42GDCLASS(TextureLayeredEditor, Control);4344struct ThemeCache {45Color outline_color;46} theme_cache;4748SpinBox *layer = nullptr;49Label *info = nullptr;50Ref<TextureLayered> texture;5152static inline Ref<Shader> shaders[3];53Ref<ShaderMaterial> materials[3];5455float x_rot = 0;56float y_rot = 0;57Control *texture_rect = nullptr;5859bool setting = false;60Vector2 original_mouse_pos;61bool use_rotation = false;6263ColorChannelSelector *channel_selector = nullptr;6465void _draw_outline();6667void _make_materials();68void _update_material(bool p_texture_changed);6970void _layer_changed(double) {71if (!setting) {72_update_material(false);73}74}7576void _texture_changed();7778void _texture_rect_update_area();79void _texture_rect_draw();8081void _update_gui();8283void on_selected_channels_changed();8485protected:86void _notification(int p_what);87virtual void gui_input(const Ref<InputEvent> &p_event) override;8889public:90static void init_shaders();91static void finish_shaders();9293void edit(Ref<TextureLayered> p_texture);9495TextureLayeredEditor();96};9798class EditorInspectorPluginLayeredTexture : public EditorInspectorPlugin {99GDCLASS(EditorInspectorPluginLayeredTexture, EditorInspectorPlugin);100101public:102virtual bool can_handle(Object *p_object) override;103virtual void parse_begin(Object *p_object) override;104};105106class TextureLayeredEditorPlugin : public EditorPlugin {107GDCLASS(TextureLayeredEditorPlugin, EditorPlugin);108109public:110virtual String get_plugin_name() const override { return "TextureLayered"; }111112TextureLayeredEditorPlugin();113};114115116