godot/editor/plugins/gradient_texture_editor_plugin.h
2017-04-28 20:16:30 +02:00

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4.0 KiB
C++

/*************************************************************************/
/* gradient_texture_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 GRADIENT_TEXTURE_EDITOR_PLUGIN_H
#define GRADIENT_TEXTURE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/resources/texture.h"
class GradientTextureEdit : public Control {
GDCLASS(GradientTextureEdit, Control);
PopupPanel *popup;
ColorPicker *picker;
Ref<ImageTexture> checker;
bool grabbing;
int grabbed;
Vector<GradientTexture::Point> points;
void _draw_checker(int x, int y, int w, int h);
void _color_changed(const Color &p_color);
int _get_point_from_pos(int x);
void _show_color_picker();
protected:
void _gui_input(const InputEvent &p_event);
void _notification(int p_what);
static void _bind_methods();
public:
void set_ramp(const Vector<float> &p_offsets, const Vector<Color> &p_colors);
Vector<float> get_offsets() const;
Vector<Color> get_colors() const;
void set_points(Vector<GradientTexture::Point> &p_points);
Vector<GradientTexture::Point> &get_points();
virtual Size2 get_minimum_size() const;
GradientTextureEdit();
virtual ~GradientTextureEdit();
};
class GradientTextureEditorPlugin : public EditorPlugin {
GDCLASS(GradientTextureEditorPlugin, EditorPlugin);
bool _2d;
Ref<GradientTexture> gradient_texture_ref;
GradientTextureEdit *ramp_editor;
EditorNode *editor;
ToolButton *gradient_button;
protected:
static void _bind_methods();
void _ramp_changed();
void _undo_redo_gradient_texture(const Vector<float> &offsets, const Vector<Color> &colors);
public:
virtual String get_name() const { return "GradientTexture"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
GradientTextureEditorPlugin(EditorNode *p_node);
~GradientTextureEditorPlugin();
};
#endif // GRADIENT_TEXTURE_EDITOR_PLUGIN_H