2017-01-16 07:04:19 +00:00
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/*************************************************************************/
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/* material_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2017-01-16 07:04:19 +00:00
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/*************************************************************************/
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2019-01-03 10:41:35 +00:00
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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2017-01-16 07:04:19 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2016-05-23 20:10:26 +00:00
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#ifndef MATERIAL_EDITOR_PLUGIN_H
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#define MATERIAL_EDITOR_PLUGIN_H
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2017-09-22 12:20:28 +00:00
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#include "editor/property_editor.h"
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2017-08-26 15:46:49 +00:00
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// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
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// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
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#if 0
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2017-03-05 13:21:25 +00:00
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#include "editor/editor_node.h"
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2017-03-05 15:44:50 +00:00
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#include "editor/editor_plugin.h"
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#include "scene/3d/camera.h"
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2016-05-23 20:10:26 +00:00
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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2017-03-05 15:44:50 +00:00
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#include "scene/resources/material.h"
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2016-05-23 20:10:26 +00:00
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class MaterialEditor : public Control {
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2017-01-03 02:03:46 +00:00
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GDCLASS(MaterialEditor, Control);
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2016-05-23 20:10:26 +00:00
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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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2017-01-08 19:28:12 +00:00
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void _gui_input(InputEvent p_event);
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2016-05-23 20:10:26 +00:00
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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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2017-01-03 02:03:46 +00:00
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GDCLASS( MaterialEditorPlugin, EditorPlugin );
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2016-05-23 20:10:26 +00:00
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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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2016-10-03 19:33:42 +00:00
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#endif
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2017-09-22 12:20:28 +00:00
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class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin)
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public:
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virtual String converts_to() const;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
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};
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2017-10-12 11:12:50 +00:00
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class ParticlesMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(ParticlesMaterialConversionPlugin, EditorResourceConversionPlugin)
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public:
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virtual String converts_to() const;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
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};
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2017-11-14 18:44:51 +00:00
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class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin {
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GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin)
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public:
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virtual String converts_to() const;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource);
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};
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2017-08-26 15:46:49 +00:00
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#endif // MATERIAL_EDITOR_PLUGIN_H
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