#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 checker; bool grabbing; int grabbed; Vector 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 &p_offsets, const Vector &p_colors); Vector get_offsets() const; Vector get_colors() const; void set_points(Vector &p_points); Vector &get_points(); virtual Size2 get_minimum_size() const; GradientTextureEdit(); virtual ~GradientTextureEdit(); }; class GradientTextureEditorPlugin : public EditorPlugin { GDCLASS(GradientTextureEditorPlugin, EditorPlugin); bool _2d; Ref 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 &offsets, const Vector &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