godot/editor/plugins/material_editor_plugin.h
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00

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1.4 KiB
C++

#ifndef MATERIAL_EDITOR_PLUGIN_H
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/resources/material.h"
class MaterialEditor : public Control {
OBJ_TYPE(MaterialEditor, Control);
Viewport *viewport;
MeshInstance *sphere_instance;
MeshInstance *box_instance;
DirectionalLight *light1;
DirectionalLight *light2;
Camera *camera;
Ref<Mesh> sphere_mesh;
Ref<Mesh> box_mesh;
TextureButton *sphere_switch;
TextureButton *box_switch;
TextureButton *light_1_switch;
TextureButton *light_2_switch;
Ref<Material> material;
void _button_pressed(Node *p_button);
bool first_enter;
protected:
void _notification(int p_what);
void _input_event(InputEvent p_event);
static void _bind_methods();
public:
void edit(Ref<Material> p_material);
MaterialEditor();
};
class MaterialEditorPlugin : public EditorPlugin {
OBJ_TYPE(MaterialEditorPlugin, EditorPlugin);
MaterialEditor *material_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Material"; }
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);
MaterialEditorPlugin(EditorNode *p_node);
~MaterialEditorPlugin();
};
#endif // MATERIAL_EDITOR_PLUGIN_H