godot/editor/plugins/gradient_texture_editor_plugin.h

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#ifndef GRADIENT_TEXTURE_EDITOR_PLUGIN_H
#define GRADIENT_TEXTURE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/resources/texture.h"
class GradientTextureEdit : public Control {
GDCLASS(GradientTextureEdit, Control);
PopupPanel *popup;
ColorPicker *picker;
Ref<ImageTexture> checker;
bool grabbing;
int grabbed;
Vector<GradientTexture::Point> points;
void _draw_checker(int x, int y, int w, int h);
void _color_changed(const Color &p_color);
int _get_point_from_pos(int x);
void _show_color_picker();
protected:
void _gui_input(const InputEvent &p_event);
void _notification(int p_what);
static void _bind_methods();
public:
void set_ramp(const Vector<float> &p_offsets, const Vector<Color> &p_colors);
Vector<float> get_offsets() const;
Vector<Color> get_colors() const;
void set_points(Vector<GradientTexture::Point> &p_points);
Vector<GradientTexture::Point> &get_points();
virtual Size2 get_minimum_size() const;
GradientTextureEdit();
virtual ~GradientTextureEdit();
};
class GradientTextureEditorPlugin : public EditorPlugin {
GDCLASS(GradientTextureEditorPlugin, EditorPlugin);
bool _2d;
Ref<GradientTexture> gradient_texture_ref;
GradientTextureEdit *ramp_editor;
EditorNode *editor;
ToolButton *gradient_button;
protected:
static void _bind_methods();
void _ramp_changed();
void _undo_redo_gradient_texture(const Vector<float> &offsets, const Vector<Color> &colors);
public:
virtual String get_name() const { return "GradientTexture"; }
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);
GradientTextureEditorPlugin(EditorNode *p_node);
~GradientTextureEditorPlugin();
};
#endif // GRADIENT_TEXTURE_EDITOR_PLUGIN_H