godot/editor/plugins/texture_editor_plugin.h

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/*************************************************************************/
/* texture_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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 TEXTURE_EDITOR_PLUGIN_H
#define TEXTURE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/resources/texture.h"
class TextureEditor : public Control {
GDCLASS(TextureEditor, Control);
Ref<Texture> texture;
protected:
void _notification(int p_what);
void _gui_input(Ref<InputEvent> p_event);
void _changed_callback(Object *p_changed, const char *p_prop);
static void _bind_methods();
public:
void edit(Ref<Texture> p_texture);
TextureEditor();
~TextureEditor();
};
class EditorInspectorPluginTexture : public EditorInspectorPlugin {
GDCLASS(EditorInspectorPluginTexture, EditorInspectorPlugin)
public:
virtual bool can_handle(Object *p_object);
virtual void parse_begin(Object *p_object);
};
class TextureEditorPlugin : public EditorPlugin {
GDCLASS(TextureEditorPlugin, EditorPlugin);
public:
virtual String get_name() const { return "Texture"; }
TextureEditorPlugin(EditorNode *p_node);
};
#endif // TEXTURE_EDITOR_PLUGIN_H