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) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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
31#ifndef TEXTURE_LAYERED_EDITOR_PLUGIN_H
32#define TEXTURE_LAYERED_EDITOR_PLUGIN_H
33
34#include "editor/editor_inspector.h"
35#include "editor/editor_plugin.h"
36#include "scene/gui/spin_box.h"
37#include "scene/resources/shader.h"
38#include "scene/resources/texture.h"
39
40class TextureLayeredEditor : public Control {
41 GDCLASS(TextureLayeredEditor, Control);
42
43 SpinBox *layer = nullptr;
44 Label *info = nullptr;
45 Ref<TextureLayered> texture;
46
47 Ref<Shader> shaders[3];
48 Ref<ShaderMaterial> materials[3];
49
50 float x_rot = 0;
51 float y_rot = 0;
52 Control *texture_rect = nullptr;
53
54 void _make_shaders();
55
56 void _update_material();
57 bool setting;
58 void _layer_changed(double) {
59 if (!setting) {
60 _update_material();
61 }
62 }
63
64 void _texture_rect_update_area();
65 void _texture_rect_draw();
66
67 void _texture_changed();
68
69protected:
70 void _notification(int p_what);
71 virtual void gui_input(const Ref<InputEvent> &p_event) override;
72
73public:
74 void edit(Ref<TextureLayered> p_texture);
75 TextureLayeredEditor();
76 ~TextureLayeredEditor();
77};
78
79class EditorInspectorPluginLayeredTexture : public EditorInspectorPlugin {
80 GDCLASS(EditorInspectorPluginLayeredTexture, EditorInspectorPlugin);
81
82public:
83 virtual bool can_handle(Object *p_object) override;
84 virtual void parse_begin(Object *p_object) override;
85};
86
87class TextureLayeredEditorPlugin : public EditorPlugin {
88 GDCLASS(TextureLayeredEditorPlugin, EditorPlugin);
89
90public:
91 virtual String get_name() const override { return "TextureLayered"; }
92
93 TextureLayeredEditorPlugin();
94};
95
96#endif // TEXTURE_LAYERED_EDITOR_PLUGIN_H
97