godot/editor/plugins/room_manager_editor_plugin.h
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00

144 lines
4.7 KiB
C++

/*************************************************************************/
/* room_manager_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 ROOM_MANAGER_EDITOR_PLUGIN_H
#define ROOM_MANAGER_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/occluder.h"
#include "scene/3d/portal.h"
#include "scene/3d/room.h"
#include "scene/3d/room_manager.h"
#include "scene/resources/material.h"
class RoomManagerEditorPlugin : public EditorPlugin {
GDCLASS(RoomManagerEditorPlugin, EditorPlugin);
RoomManager *_room_manager;
ToolButton *button_flip_portals;
EditorNode *editor;
void _flip_portals();
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "RoomManager"; }
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);
RoomManagerEditorPlugin(EditorNode *p_node);
~RoomManagerEditorPlugin();
};
///////////////////////
class RoomEditorPlugin : public EditorPlugin {
GDCLASS(RoomEditorPlugin, EditorPlugin);
Room *_room;
ToolButton *button_generate;
EditorNode *editor;
UndoRedo *undo_redo;
void _generate_points();
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "Room"; }
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);
RoomEditorPlugin(EditorNode *p_node);
~RoomEditorPlugin();
};
///////////////////////
class PortalEditorPlugin : public EditorPlugin {
GDCLASS(PortalEditorPlugin, EditorPlugin);
Portal *_portal;
ToolButton *button_flip;
EditorNode *editor;
void _flip_portal();
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "Portal"; }
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);
PortalEditorPlugin(EditorNode *p_node);
~PortalEditorPlugin();
};
///////////////////////
class OccluderEditorPlugin : public EditorPlugin {
GDCLASS(OccluderEditorPlugin, EditorPlugin);
Occluder *_occluder;
ToolButton *button_center;
EditorNode *editor;
UndoRedo *undo_redo;
void _center();
protected:
static void _bind_methods();
public:
virtual String get_name() const { return "Occluder"; }
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);
OccluderEditorPlugin(EditorNode *p_node);
~OccluderEditorPlugin();
};
#endif // ROOM_MANAGER_EDITOR_PLUGIN_H