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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.
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editor/plugins/sample_editor_plugin.h
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editor/plugins/sample_editor_plugin.h
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/*************************************************************************/
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/* sample_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 SAMPLE_EDITOR_PLUGIN_H
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#define SAMPLE_EDITOR_PLUGIN_H
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#if 0
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#include "editor/editor_plugin.h"
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#include "editor/editor_node.h"
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#include "scene/audio/sample_player.h"
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#include "scene/resources/sample.h"
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#include "scene/resources/sample_library.h"
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class SampleEditor : public Panel {
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GDCLASS(SampleEditor, Panel );
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SamplePlayer *player;
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Label *info_label;
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Ref<ImageTexture> peakdisplay;
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Ref<Sample> sample;
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Ref<SampleLibrary> library;
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TextureRect *sample_texframe;
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Button *stop;
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Button *play;
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void _play_pressed();
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void _stop_pressed();
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void _update_sample();
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protected:
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void _notification(int p_what);
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void _gui_input(InputEvent p_event);
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static void _bind_methods();
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public:
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static void generate_preview_texture(const Ref<Sample>& p_sample,Ref<ImageTexture> &p_texture);
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void edit(Ref<Sample> p_sample);
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SampleEditor();
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};
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class SampleEditorPlugin : public EditorPlugin {
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GDCLASS( SampleEditorPlugin, EditorPlugin );
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SampleEditor *sample_editor;
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EditorNode *editor;
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public:
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virtual String get_name() const { return "Sample"; }
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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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SampleEditorPlugin(EditorNode *p_node);
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~SampleEditorPlugin();
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};
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#endif
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#endif // SAMPLE_EDITOR_PLUGIN_H
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