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Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29c)
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editor/plugins/path_editor_plugin.h
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editor/plugins/path_editor_plugin.h
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/*************************************************************************/
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/* path_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PATH_EDITOR_PLUGIN_H
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#define PATH_EDITOR_PLUGIN_H
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#include "editor/spatial_editor_gizmos.h"
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#include "scene/3d/path.h"
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class PathSpatialGizmo : public EditorSpatialGizmo {
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OBJ_TYPE(PathSpatialGizmo,EditorSpatialGizmo);
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Path* path;
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mutable Vector3 original;
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public:
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virtual String get_handle_name(int p_idx) const;
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virtual Variant get_handle_value(int p_idx) const;
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virtual void set_handle(int p_idx,Camera *p_camera, const Point2& p_point);
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virtual void commit_handle(int p_idx,const Variant& p_restore,bool p_cancel=false);
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void redraw();
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PathSpatialGizmo(Path* p_path=NULL);
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};
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class PathEditorPlugin : public EditorPlugin {
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OBJ_TYPE( PathEditorPlugin, EditorPlugin );
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Separator *sep;
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ToolButton *curve_create;
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ToolButton *curve_edit;
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ToolButton *curve_del;
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ToolButton *curve_close;
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EditorNode *editor;
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Path *path;
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void _mode_changed(int p_idx);
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void _close_curve();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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Path *get_edited_path() { return path; }
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static PathEditorPlugin* singleton;
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Ref<FixedMaterial> path_material;
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Ref<FixedMaterial> path_thin_material;
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virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event);
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// virtual bool forward_input_event(const InputEvent& p_event) { return collision_polygon_editor->forward_input_event(p_event); }
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virtual Ref<SpatialEditorGizmo> create_spatial_gizmo(Spatial* p_spatial);
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virtual String get_name() const { return "Path"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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PathEditorPlugin(EditorNode *p_node);
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~PathEditorPlugin();
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};
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#endif // PATH_EDITOR_PLUGIN_H
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