godot/editor/plugins/curve_editor_plugin.h

67 lines
1.6 KiB
C++

#ifndef CURVE_EDITOR_PLUGIN_H
#define CURVE_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
class CurveTextureEdit : public Control {
GDCLASS(CurveTextureEdit, Control);
struct Point {
float offset;
float height;
bool operator<(const Point &p_ponit) const {
return offset < p_ponit.offset;
}
};
bool grabbing;
int grabbed;
Vector<Point> points;
float max, min;
void _plot_curve(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_c, const Vector2 &p_d);
protected:
void _gui_input(const InputEvent &p_event);
void _notification(int p_what);
static void _bind_methods();
public:
void set_range(float p_min, float p_max);
void set_points(const Vector<Vector2> &p_points);
Vector<Vector2> get_points() const;
virtual Size2 get_minimum_size() const;
CurveTextureEdit();
};
class CurveTextureEditorPlugin : public EditorPlugin {
GDCLASS(CurveTextureEditorPlugin, EditorPlugin);
CurveTextureEdit *curve_editor;
Ref<CurveTexture> curve_texture_ref;
EditorNode *editor;
ToolButton *curve_button;
protected:
static void _bind_methods();
void _curve_changed();
void _undo_redo_curve_texture(const PoolVector<Vector2> &points);
void _curve_settings_changed();
public:
virtual String get_name() const { return "CurveTexture"; }
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);
CurveTextureEditorPlugin(EditorNode *p_node);
~CurveTextureEditorPlugin();
};
#endif // CURVE_EDITOR_PLUGIN_H