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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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128
editor/plugins/editor_preview_plugins.h
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128
editor/plugins/editor_preview_plugins.h
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/*************************************************************************/
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/* editor_preview_plugins.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 EDITORPREVIEWPLUGINS_H
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#define EDITORPREVIEWPLUGINS_H
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#include "editor/editor_resource_preview.h"
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#if 0
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class EditorTexturePreviewPlugin : public EditorResourcePreviewGenerator {
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public:
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virtual bool handles(const String& p_type) const;
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virtual Ref<Texture> generate(const RES& p_from);
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EditorTexturePreviewPlugin();
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};
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class EditorBitmapPreviewPlugin : public EditorResourcePreviewGenerator {
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public:
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virtual bool handles(const String& p_type) const;
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virtual Ref<Texture> generate(const RES& p_from);
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EditorBitmapPreviewPlugin();
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};
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class EditorPackedScenePreviewPlugin : public EditorResourcePreviewGenerator {
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Ref<Texture> _gen_from_imd(Ref<ResourceImportMetadata> p_imd);
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public:
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virtual bool handles(const String& p_type) const;
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virtual Ref<Texture> generate(const RES& p_from);
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virtual Ref<Texture> generate_from_path(const String& p_path);
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EditorPackedScenePreviewPlugin();
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};
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class EditorMaterialPreviewPlugin : public EditorResourcePreviewGenerator {
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RID scenario;
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RID sphere;
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RID sphere_instance;
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RID viewport;
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RID light;
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RID light_instance;
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RID light2;
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RID light_instance2;
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RID camera;
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public:
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virtual bool handles(const String& p_type) const;
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virtual Ref<Texture> generate(const RES& p_from);
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EditorMaterialPreviewPlugin();
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~EditorMaterialPreviewPlugin();
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};
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class EditorScriptPreviewPlugin : public EditorResourcePreviewGenerator {
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public:
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virtual bool handles(const String& p_type) const;
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virtual Ref<Texture> generate(const RES& p_from);
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EditorScriptPreviewPlugin();
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};
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#if 0
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class EditorSamplePreviewPlugin : public EditorResourcePreviewGenerator {
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public:
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virtual bool handles(const String& p_type) const;
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virtual Ref<Texture> generate(const RES& p_from);
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EditorSamplePreviewPlugin();
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};
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#endif
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class EditorMeshPreviewPlugin : public EditorResourcePreviewGenerator {
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RID scenario;
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RID mesh_instance;
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RID viewport;
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RID light;
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RID light_instance;
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RID light2;
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RID light_instance2;
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RID camera;
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public:
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virtual bool handles(const String& p_type) const;
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virtual Ref<Texture> generate(const RES& p_from);
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EditorMeshPreviewPlugin();
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~EditorMeshPreviewPlugin();
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};
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#endif
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#endif // EDITORPREVIEWPLUGINS_H
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