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
)
49 lines
953 B
C++
49 lines
953 B
C++
#ifndef TEXTURE_EDITOR_PLUGIN_H
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#define TEXTURE_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "editor/editor_node.h"
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#include "scene/resources/texture.h"
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class TextureEditor : public Control {
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OBJ_TYPE(TextureEditor, Control);
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Ref<Texture> texture;
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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void edit(Ref<Texture> p_texture);
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TextureEditor();
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};
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class TextureEditorPlugin : public EditorPlugin {
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OBJ_TYPE( TextureEditorPlugin, EditorPlugin );
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TextureEditor *texture_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Texture"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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TextureEditorPlugin(EditorNode *p_node);
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~TextureEditorPlugin();
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};
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#endif // TEXTURE_EDITOR_PLUGIN_H
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