All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
72 lines
1.4 KiB
C++
72 lines
1.4 KiB
C++
#ifndef MATERIAL_EDITOR_PLUGIN_H
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#define MATERIAL_EDITOR_PLUGIN_H
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#include "tools/editor/editor_plugin.h"
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#include "tools/editor/editor_node.h"
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#include "scene/resources/material.h"
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/camera.h"
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#if 0
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class MaterialEditor : public Control {
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GDCLASS(MaterialEditor, Control);
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Viewport *viewport;
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MeshInstance *sphere_instance;
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MeshInstance *box_instance;
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DirectionalLight *light1;
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DirectionalLight *light2;
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Camera *camera;
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Ref<Mesh> sphere_mesh;
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Ref<Mesh> box_mesh;
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TextureButton *sphere_switch;
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TextureButton *box_switch;
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TextureButton *light_1_switch;
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TextureButton *light_2_switch;
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Ref<Material> material;
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void _button_pressed(Node* p_button);
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bool first_enter;
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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<Material> p_material);
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MaterialEditor();
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};
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class MaterialEditorPlugin : public EditorPlugin {
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GDCLASS( MaterialEditorPlugin, EditorPlugin );
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MaterialEditor *material_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Material"; }
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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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MaterialEditorPlugin(EditorNode *p_node);
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~MaterialEditorPlugin();
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};
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#endif // MATERIAL_EDITOR_PLUGIN_H
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#endif
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