2014-02-10 09:10:30 +08:00
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/*************************************************************************/
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/* tile_set_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 20:16:55 +08:00
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/* https://godotengine.org */
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2014-02-10 09:10:30 +08:00
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/*************************************************************************/
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2018-01-01 21:40:08 +08:00
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 09:10:30 +08:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-05 07:50:27 +08:00
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2014-02-10 09:10:30 +08:00
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#ifndef TILE_SET_EDITOR_PLUGIN_H
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#define TILE_SET_EDITOR_PLUGIN_H
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#include "editor/editor_name_dialog.h"
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#include "editor/editor_node.h"
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#include "scene/2d/sprite.h"
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#include "scene/resources/convex_polygon_shape_2d.h"
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#include "scene/resources/tile_set.h"
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#define WORKSPACE_MARGIN Vector2(10, 10)
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class TilesetEditorContext;
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class TileSetEditor : public Panel {
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friend class TileSetEditorPlugin;
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friend class TilesetEditorContext;
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GDCLASS(TileSetEditor, Panel)
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enum TextureToolButtons {
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TOOL_TILESET_ADD_TEXTURE,
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TOOL_TILESET_REMOVE_TEXTURE,
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TOOL_TILESET_CREATE_SCENE,
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TOOL_TILESET_MERGE_SCENE,
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TOOL_TILESET_MAX
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};
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enum WorkspaceMode {
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WORKSPACE_EDIT,
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WORKSPACE_CREATE_SINGLE,
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WORKSPACE_CREATE_AUTOTILE,
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WORKSPACE_CREATE_ATLAS,
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WORKSPACE_MODE_MAX
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};
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enum EditMode {
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EDITMODE_REGION,
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EDITMODE_COLLISION,
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EDITMODE_OCCLUSION,
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EDITMODE_NAVIGATION,
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EDITMODE_BITMASK,
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EDITMODE_PRIORITY,
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EDITMODE_ICON,
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EDITMODE_MAX
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};
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enum TileSetTools {
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TOOL_SELECT,
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BITMASK_COPY,
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BITMASK_PASTE,
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BITMASK_CLEAR,
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SHAPE_NEW_POLYGON,
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SHAPE_DELETE,
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SHAPE_KEEP_INSIDE_TILE,
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TOOL_GRID_SNAP,
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ZOOM_OUT,
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ZOOM_1,
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ZOOM_IN,
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VISIBLE_INFO,
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TOOL_MAX
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};
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Ref<TileSet> tileset;
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TilesetEditorContext *helper;
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EditorNode *editor;
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ConfirmationDialog *cd;
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AcceptDialog *err_dialog;
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EditorFileDialog *texture_dialog;
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ItemList *texture_list;
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int option;
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ToolButton *tileset_toolbar_buttons[TOOL_TILESET_MAX];
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MenuButton *tileset_toolbar_tools;
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Map<RID, Ref<Texture> > texture_map;
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bool creating_shape;
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int dragging_point;
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float tile_names_opacity;
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Vector2 region_from;
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Rect2 edited_region;
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bool draw_edited_region;
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Vector2 edited_shape_coord;
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PoolVector2Array current_shape;
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Map<Vector2, uint16_t> bitmask_map_copy;
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Vector2 snap_step;
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Vector2 snap_offset;
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Vector2 snap_separation;
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Ref<ConvexPolygonShape2D> edited_collision_shape;
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Ref<OccluderPolygon2D> edited_occlusion_shape;
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Ref<NavigationPolygon> edited_navigation_shape;
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int current_item_index;
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Sprite *preview;
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ScrollContainer *scroll;
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Control *workspace_container;
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bool draw_handles;
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Control *workspace_overlay;
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Control *workspace;
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Button *tool_workspacemode[WORKSPACE_MODE_MAX];
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Button *tool_editmode[EDITMODE_MAX];
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HBoxContainer *toolbar;
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ToolButton *tools[TOOL_MAX];
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SpinBox *spin_priority;
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WorkspaceMode workspace_mode;
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EditMode edit_mode;
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int current_tile;
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void update_texture_list();
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void update_texture_list_icon();
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Ref<Texture> get_current_texture();
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static void _import_node(Node *p_node, Ref<TileSet> p_library);
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static void _import_scene(Node *p_scene, Ref<TileSet> p_library, bool p_merge);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void edit(const Ref<TileSet> &p_tileset);
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static Error update_library_file(Node *p_base_scene, Ref<TileSet> ml, bool p_merge = true);
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TileSetEditor(EditorNode *p_editor);
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~TileSetEditor();
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private:
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void _on_tileset_toolbar_button_pressed(int p_index);
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void _on_tileset_toolbar_confirm();
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void _on_texture_list_selected(int p_index);
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void _on_textures_added(const PoolStringArray &p_paths);
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void _on_edit_mode_changed(int p_edit_mode);
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void _on_workspace_mode_changed(int p_workspace_mode);
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void _on_workspace_overlay_draw();
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void _on_workspace_draw();
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void _on_workspace_process();
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void _on_workspace_input(const Ref<InputEvent> &p_ie);
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void _on_tool_clicked(int p_tool);
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void _on_priority_changed(float val);
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void _on_grid_snap_toggled(bool p_val);
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void _set_snap_step(Vector2 p_val);
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void _set_snap_off(Vector2 p_val);
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void _set_snap_sep(Vector2 p_val);
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void draw_highlight_current_tile();
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void draw_highlight_subtile(Vector2 coord, const Vector<Vector2> &other_highlighted = Vector<Vector2>());
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void draw_tile_subdivision(int p_id, Color p_color) const;
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void draw_edited_region_subdivision() const;
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void draw_grid_snap();
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void draw_polygon_shapes();
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void close_shape(const Vector2 &shape_anchor);
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void select_coord(const Vector2 &coord);
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Vector2 snap_point(const Vector2 &point);
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void update_workspace_tile_mode();
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void update_edited_region(const Vector2 &end_point);
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int get_current_tile() const;
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void set_current_tile(int p_id);
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};
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class TilesetEditorContext : public Object {
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friend class TileSetEditor;
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GDCLASS(TilesetEditorContext, Object);
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Ref<TileSet> tileset;
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TileSetEditor *tileset_editor;
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bool snap_options_visible;
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public:
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void set_tileset(const Ref<TileSet> &p_tileset);
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private:
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void set_snap_options_visible(bool p_visible);
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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TilesetEditorContext(TileSetEditor *p_tileset_editor);
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};
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class TileSetEditorPlugin : public EditorPlugin {
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GDCLASS(TileSetEditorPlugin, EditorPlugin);
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TileSetEditor *tileset_editor;
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Button *tileset_editor_button;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "TileSet"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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TileSetEditorPlugin(EditorNode *p_node);
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};
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#endif // TILE_SET_EDITOR_PLUGIN_H
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