godot/editor/plugins/material_editor_plugin.cpp

/**************************************************************************/
/*  material_editor_plugin.cpp                                            */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "material_editor_plugin.h"

#include "core/config/project_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/label.h"
#include "scene/gui/subviewport_container.h"
#include "scene/main/viewport.h"
#include "scene/resources/3d/fog_material.h"
#include "scene/resources/3d/sky_material.h"
#include "scene/resources/particle_process_material.h"

void MaterialEditor::gui_input(const Ref<InputEvent> &p_event) {}

void MaterialEditor::_update_theme_item_cache() {}

void MaterialEditor::_notification(int p_what) {}

void MaterialEditor::_set_rotation(real_t p_x_degrees, real_t p_y_degrees) {}

// Store the rotation so it can persist when switching between materials.
void MaterialEditor::_store_rotation_metadata() {}

void MaterialEditor::_update_rotation() {}

void MaterialEditor::edit(Ref<Material> p_material, const Ref<Environment> &p_env) {}

void MaterialEditor::_on_light_1_switch_pressed() {}

void MaterialEditor::_on_light_2_switch_pressed() {}

void MaterialEditor::_on_sphere_switch_pressed() {}

void MaterialEditor::_on_box_switch_pressed() {}

void MaterialEditor::_on_quad_switch_pressed() {}

MaterialEditor::MaterialEditor() {}

///////////////////////

bool EditorInspectorPluginMaterial::can_handle(Object *p_object) {}

void EditorInspectorPluginMaterial::parse_begin(Object *p_object) {}

void EditorInspectorPluginMaterial::_undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, const String &p_property, const Variant &p_new_value) {}

EditorInspectorPluginMaterial::EditorInspectorPluginMaterial() {}

MaterialEditorPlugin::MaterialEditorPlugin() {}

String StandardMaterial3DConversionPlugin::converts_to() const {}

bool StandardMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> StandardMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {}

String ORMMaterial3DConversionPlugin::converts_to() const {}

bool ORMMaterial3DConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> ORMMaterial3DConversionPlugin::convert(const Ref<Resource> &p_resource) const {}

String ParticleProcessMaterialConversionPlugin::converts_to() const {}

bool ParticleProcessMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> ParticleProcessMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {}

String CanvasItemMaterialConversionPlugin::converts_to() const {}

bool CanvasItemMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> CanvasItemMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {}

String ProceduralSkyMaterialConversionPlugin::converts_to() const {}

bool ProceduralSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> ProceduralSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {}

String PanoramaSkyMaterialConversionPlugin::converts_to() const {}

bool PanoramaSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> PanoramaSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {}

String PhysicalSkyMaterialConversionPlugin::converts_to() const {}

bool PhysicalSkyMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> PhysicalSkyMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {}

String FogMaterialConversionPlugin::converts_to() const {}

bool FogMaterialConversionPlugin::handles(const Ref<Resource> &p_resource) const {}

Ref<Resource> FogMaterialConversionPlugin::convert(const Ref<Resource> &p_resource) const {}