#ifndef MATERIAL_EDITOR_PLUGIN_H #define MATERIAL_EDITOR_PLUGIN_H /*************************************************************************/ /* material_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. */ /*************************************************************************/ #include "editor/editor_inspector.h" #include "scene/gui/control.h" #include "editor/property_editor.h" #include "scene/resources/primitive_meshes.h" #include "scene/resources/material.h" #include "core/object.h" #include "core/reference.h" #include "core/ustring.h" #include "scene/resources/environment.h" class ViewportContainer; class Camera; class DirectionalLight; class EditorNode; class MeshInstance; class Node; class Resource; class TextureButton; class Viewport; class MaterialEditor : public Control { GDCLASS(MaterialEditor, Control); ViewportContainer *vc; Viewport *viewport; MeshInstance *sphere_instance; MeshInstance *box_instance; DirectionalLight *light1; DirectionalLight *light2; Camera *camera; Ref sphere_mesh; Ref box_mesh; TextureButton *sphere_switch; TextureButton *box_switch; TextureButton *light_1_switch; TextureButton *light_2_switch; Ref material; void _button_pressed(Node *p_button); bool first_enter; protected: void _notification(int p_what); static void _bind_methods(); public: void edit(Ref p_material, const Ref &p_env); MaterialEditor(); ~MaterialEditor(); }; class EditorInspectorPluginMaterial : public EditorInspectorPlugin { GDCLASS(EditorInspectorPluginMaterial, EditorInspectorPlugin); Ref env; public: virtual bool can_handle(Object *p_object); virtual void parse_begin(Object *p_object); EditorInspectorPluginMaterial(); }; class MaterialEditorPlugin : public EditorPlugin { GDCLASS(MaterialEditorPlugin, EditorPlugin); public: virtual String get_name() const { return "Material"; } MaterialEditorPlugin(EditorNode *p_node); }; class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const; virtual bool handles(const Ref &p_resource) const; virtual Ref convert(const Ref &p_resource) const; }; class ParticlesMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(ParticlesMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const; virtual bool handles(const Ref &p_resource) const; virtual Ref convert(const Ref &p_resource) const; }; class CanvasItemMaterialConversionPlugin : public EditorResourceConversionPlugin { GDCLASS(CanvasItemMaterialConversionPlugin, EditorResourceConversionPlugin); public: virtual String converts_to() const; virtual bool handles(const Ref &p_resource) const; virtual Ref convert(const Ref &p_resource) const; }; #endif // MATERIAL_EDITOR_PLUGIN_H