/**************************************************************************/ /* texture_layered_editor_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "texture_layered_editor_plugin.h" #include "editor/editor_string_names.h" #include "editor/themes/editor_scale.h" #include "scene/gui/label.h" // Shader sources. constexpr const char *array_2d_shader = …; constexpr const char *cubemap_shader = …; constexpr const char *cubemap_array_shader = …; void TextureLayeredEditor::gui_input(const Ref<InputEvent> &p_event) { … } void TextureLayeredEditor::_texture_rect_draw() { … } void TextureLayeredEditor::_update_gui() { … } void TextureLayeredEditor::_notification(int p_what) { … } void TextureLayeredEditor::_texture_changed() { … } void TextureLayeredEditor::_update_material(bool p_texture_changed) { … } void TextureLayeredEditor::_make_shaders() { … } void TextureLayeredEditor::_texture_rect_update_area() { … } void TextureLayeredEditor::edit(Ref<TextureLayered> p_texture) { … } TextureLayeredEditor::TextureLayeredEditor() { … } TextureLayeredEditor::~TextureLayeredEditor() { … } bool EditorInspectorPluginLayeredTexture::can_handle(Object *p_object) { … } void EditorInspectorPluginLayeredTexture::parse_begin(Object *p_object) { … } TextureLayeredEditorPlugin::TextureLayeredEditorPlugin() { … }