godot/editor/plugins/particles_2d_editor_plugin.h
JFonS 85ce4a67ed Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D
Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.

Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
2018-11-04 15:58:12 +01:00

100 lines
3.7 KiB
C++

/*************************************************************************/
/* particles_2d_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PARTICLES_2D_EDITOR_PLUGIN_H
#define PARTICLES_2D_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/2d/collision_polygon_2d.h"
#include "scene/2d/particles_2d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/file_dialog.h"
class Particles2DEditorPlugin : public EditorPlugin {
GDCLASS(Particles2DEditorPlugin, EditorPlugin);
enum {
MENU_GENERATE_VISIBILITY_RECT,
MENU_LOAD_EMISSION_MASK,
MENU_CLEAR_EMISSION_MASK,
MENU_OPTION_CONVERT_TO_CPU_PARTICLES
};
enum EmissionMode {
EMISSION_MODE_SOLID,
EMISSION_MODE_BORDER,
EMISSION_MODE_BORDER_DIRECTED
};
Particles2D *particles;
EditorFileDialog *file;
EditorNode *editor;
HBoxContainer *toolbar;
MenuButton *menu;
SpinBox *epoints;
ConfirmationDialog *generate_visibility_rect;
SpinBox *generate_seconds;
ConfirmationDialog *emission_mask;
OptionButton *emission_mask_mode;
CheckBox *emission_colors;
String source_emission_file;
UndoRedo *undo_redo;
void _file_selected(const String &p_file);
void _menu_callback(int p_idx);
void _generate_visibility_rect();
void _generate_emission_mask();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
virtual String get_name() const { return "Particles2D"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
Particles2DEditorPlugin(EditorNode *p_node);
~Particles2DEditorPlugin();
};
#endif // PARTICLES_2D_EDITOR_PLUGIN_H