godot/editor/io_plugins/editor_bitmask_import_plugin.h
Rémi Verschelde 1b0e2b0c39 Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.

(Manual redo of 49c065d29c)
2017-03-18 23:45:45 +01:00

42 lines
1.1 KiB
C++

#ifndef EDITOR_BITMASK_IMPORT_PLUGIN_H
#define EDITOR_BITMASK_IMPORT_PLUGIN_H
#include "editor/editor_import_export.h"
#include "scene/resources/font.h"
class EditorNode;
class EditorBitMaskImportDialog;
class EditorBitMaskImportPlugin : public EditorImportPlugin {
OBJ_TYPE(EditorBitMaskImportPlugin, EditorImportPlugin);
EditorBitMaskImportDialog *dialog;
public:
static EditorBitMaskImportPlugin *singleton;
virtual String get_name() const;
virtual String get_visible_name() const;
virtual void import_dialog(const String& p_from = "");
virtual Error import(const String& p_path, const Ref<ResourceImportMetadata>& p_from);
void import_from_drop(const Vector<String>& p_drop, const String &p_dest_path);
virtual void reimport_multiple_files(const Vector<String>& p_list);
virtual bool can_reimport_multiple_files() const;
EditorBitMaskImportPlugin(EditorNode* p_editor);
};
class EditorBitMaskExportPlugin : public EditorExportPlugin {
OBJ_TYPE(EditorBitMaskExportPlugin, EditorExportPlugin);
public:
EditorBitMaskExportPlugin();
};
#endif // EDITOR_SAMPLE_IMPORT_PLUGIN_H