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Move ParticlesMaterial code to its own resource file

It's shared by both 2D and 3D particles (+ CPU ones), so it makes sense
to have as a common resource. It also allowed to disable compilation of
Particles (3D) when using 'disable_3d'.

Also cleaned up includes in SpatialEditorGizmos and some other places,
as well as dropped dead code in material_editor_plugin.cpp.
This commit is contained in:
Rémi Verschelde
2018-09-04 11:30:04 +02:00
parent 1ebfd918d4
commit 5fe01d4cfc
22 changed files with 1606 additions and 2001 deletions

View File

@@ -32,77 +32,6 @@
#define MATERIAL_EDITOR_PLUGIN_H
#include "editor/property_editor.h"
// FIXME: Disabled as (according to reduz) users were complaining that it gets in the way
// Waiting for PropertyEditor rewrite (planned for 3.1) to be refactored.
#if 0
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/resources/material.h"
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
Viewport *viewport;
MeshInstance *sphere_instance;
MeshInstance *box_instance;
DirectionalLight *light1;
DirectionalLight *light2;
Camera *camera;
Ref<Mesh> sphere_mesh;
Ref<Mesh> box_mesh;
TextureButton *sphere_switch;
TextureButton *box_switch;
TextureButton *light_1_switch;
TextureButton *light_2_switch;
Ref<Material> material;
void _button_pressed(Node* p_button);
bool first_enter;
protected:
void _notification(int p_what);
void _gui_input(InputEvent p_event);
static void _bind_methods();
public:
void edit(Ref<Material> p_material);
MaterialEditor();
};
class MaterialEditorPlugin : public EditorPlugin {
GDCLASS( MaterialEditorPlugin, EditorPlugin );
MaterialEditor *material_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Material"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
MaterialEditorPlugin(EditorNode *p_node);
~MaterialEditorPlugin();
};
#endif
class SpatialMaterialConversionPlugin : public EditorResourceConversionPlugin {
GDCLASS(SpatialMaterialConversionPlugin, EditorResourceConversionPlugin)