ToolButton has no redeeming differences with Button; it's just a Button with the Flat property enabled by default. Removing it avoids some confusion when creating GUIs. Existing ToolButtons will be converted to Buttons, but the Flat property won't be enabled automatically. This closes https://github.com/godotengine/godot-proposals/issues/1081.
244 lines
7.6 KiB
C++
244 lines
7.6 KiB
C++
/*************************************************************************/
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/* tile_map_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef TILE_MAP_EDITOR_PLUGIN_H
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#define TILE_MAP_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "scene/2d/tile_map.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/menu_button.h"
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class TileMapEditor : public VBoxContainer {
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GDCLASS(TileMapEditor, VBoxContainer);
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enum Tool {
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TOOL_NONE,
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TOOL_PAINTING,
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TOOL_ERASING,
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TOOL_RECTANGLE_PAINT,
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TOOL_RECTANGLE_ERASE,
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TOOL_LINE_PAINT,
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TOOL_LINE_ERASE,
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TOOL_SELECTING,
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TOOL_BUCKET,
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TOOL_PICKING,
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TOOL_PASTING
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};
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enum Options {
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OPTION_COPY,
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OPTION_ERASE_SELECTION,
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OPTION_FIX_INVALID,
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OPTION_CUT
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};
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TileMap *node;
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bool manual_autotile;
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bool priority_atlastile;
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Vector2 manual_position;
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EditorNode *editor;
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UndoRedo *undo_redo;
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Control *canvas_item_editor_viewport;
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LineEdit *search_box;
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HSlider *size_slider;
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ItemList *palette;
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ItemList *manual_palette;
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Label *info_message;
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HBoxContainer *toolbar;
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HBoxContainer *toolbar_right;
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Label *tile_info;
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MenuButton *options;
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Button *paint_button;
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Button *bucket_fill_button;
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Button *picker_button;
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Button *select_button;
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Button *flip_horizontal_button;
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Button *flip_vertical_button;
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Button *rotate_left_button;
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Button *rotate_right_button;
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Button *clear_transform_button;
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CheckBox *manual_button;
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CheckBox *priority_button;
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Tool tool;
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Tool last_tool;
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bool selection_active;
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bool mouse_over;
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bool flip_h;
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bool flip_v;
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bool transpose;
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Point2i autotile_coord;
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Point2i rectangle_begin;
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Rect2i rectangle;
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Point2i over_tile;
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bool *bucket_cache_visited;
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Rect2i bucket_cache_rect;
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int bucket_cache_tile;
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Vector<Vector2> bucket_cache;
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List<Point2i> bucket_queue;
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struct CellOp {
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int idx = TileMap::INVALID_CELL;
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bool xf = false;
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bool yf = false;
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bool tr = false;
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Vector2 ac;
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CellOp() {}
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};
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Map<Point2i, CellOp> paint_undo;
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struct TileData {
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Point2i pos;
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int cell = TileMap::INVALID_CELL;
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bool flip_h = false;
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bool flip_v = false;
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bool transpose = false;
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Point2i autotile_coord;
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TileData() {}
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};
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List<TileData> copydata;
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Map<Point2i, CellOp> undo_data;
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Vector<int> invalid_cell;
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void _pick_tile(const Point2 &p_pos);
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Vector<Vector2> _bucket_fill(const Point2i &p_start, bool erase = false, bool preview = false);
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void _fill_points(const Vector<Vector2> &p_points, const Dictionary &p_op);
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void _erase_points(const Vector<Vector2> &p_points);
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void _select(const Point2i &p_from, const Point2i &p_to);
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void _erase_selection();
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void _draw_cell(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i &p_autotile_coord, const Transform2D &p_xform);
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void _draw_fill_preview(Control *p_viewport, int p_cell, const Point2i &p_point, bool p_flip_h, bool p_flip_v, bool p_transpose, const Point2i &p_autotile_coord, const Transform2D &p_xform);
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void _clear_bucket_cache();
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void _update_copydata();
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Vector<int> get_selected_tiles() const;
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void set_selected_tiles(Vector<int> p_tile);
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void _manual_toggled(bool p_enabled);
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void _priority_toggled(bool p_enabled);
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void _text_entered(const String &p_text);
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void _text_changed(const String &p_text);
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _update_palette();
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void _update_button_tool();
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void _button_tool_select(int p_tool);
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void _menu_option(int p_option);
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void _palette_selected(int index);
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void _palette_multi_selected(int index, bool selected);
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void _palette_input(const Ref<InputEvent> &p_event);
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Dictionary _create_cell_dictionary(int tile, bool flip_x, bool flip_y, bool transpose, Vector2 autotile_coord);
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void _start_undo(const String &p_action);
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void _finish_undo();
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void _create_set_cell_undo_redo(const Vector2 &p_vec, const CellOp &p_cell_old, const CellOp &p_cell_new);
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void _set_cell(const Point2i &p_pos, Vector<int> p_values, bool p_flip_h = false, bool p_flip_v = false, bool p_transpose = false, const Point2i &p_autotile_coord = Point2());
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void _canvas_mouse_enter();
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void _canvas_mouse_exit();
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void _tileset_settings_changed();
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void _icon_size_changed(float p_value);
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void _clear_transform();
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void _flip_horizontal();
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void _flip_vertical();
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void _rotate(int steps);
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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CellOp _get_op_from_cell(const Point2i &p_pos);
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public:
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HBoxContainer *get_toolbar() const { return toolbar; }
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HBoxContainer *get_toolbar_right() const { return toolbar_right; }
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Label *get_tile_info() const { return tile_info; }
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bool forward_gui_input(const Ref<InputEvent> &p_event);
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void forward_canvas_draw_over_viewport(Control *p_overlay);
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void edit(Node *p_tile_map);
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TileMapEditor(EditorNode *p_editor);
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~TileMapEditor();
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};
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class TileMapEditorPlugin : public EditorPlugin {
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GDCLASS(TileMapEditorPlugin, EditorPlugin);
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TileMapEditor *tile_map_editor;
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protected:
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void _notification(int p_what);
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public:
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event) { return tile_map_editor->forward_gui_input(p_event); }
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virtual void forward_canvas_draw_over_viewport(Control *p_overlay) { tile_map_editor->forward_canvas_draw_over_viewport(p_overlay); }
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virtual String get_name() const { return "TileMap"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual void make_visible(bool p_visible);
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TileMapEditorPlugin(EditorNode *p_node);
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~TileMapEditorPlugin();
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};
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#endif // TILE_MAP_EDITOR_PLUGIN_H
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