godot/editor/shader_create_dialog.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

116 lines
4.6 KiB
C++

/*************************************************************************/
/* shader_create_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef SHADER_CREATE_DIALOG_H
#define SHADER_CREATE_DIALOG_H
#include "editor/editor_file_dialog.h"
#include "editor/editor_settings.h"
#include "scene/gui/check_box.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel_container.h"
class ShaderCreateDialog : public ConfirmationDialog {
GDCLASS(ShaderCreateDialog, ConfirmationDialog);
enum ShaderType {
SHADER_TYPE_TEXT,
SHADER_TYPE_VISUAL,
SHADER_TYPE_MAX,
};
struct ShaderTypeData {
List<String> extensions;
String default_extension;
bool use_templates = false;
};
List<ShaderTypeData> language_data;
GridContainer *gc = nullptr;
Label *error_label = nullptr;
Label *path_error_label = nullptr;
Label *builtin_warning_label = nullptr;
PanelContainer *status_panel = nullptr;
OptionButton *language_menu = nullptr;
OptionButton *mode_menu = nullptr;
OptionButton *template_menu = nullptr;
CheckBox *internal = nullptr;
LineEdit *file_path = nullptr;
Button *path_button = nullptr;
EditorFileDialog *file_browse = nullptr;
AcceptDialog *alert = nullptr;
String initial_base_path;
bool is_new_shader_created = true;
bool is_path_valid = false;
bool is_built_in = false;
bool built_in_enabled = true;
bool load_enabled = false;
bool re_check_path = false;
int current_language = -1;
int default_language = -1;
int current_mode = 0;
int current_template = 0;
virtual void _update_language_info();
void _path_hbox_sorted();
void _path_changed(const String &p_path = String());
void _path_submitted(const String &p_path = String());
void _language_changed(int p_language = 0);
void _built_in_toggled(bool p_enabled);
void _template_changed(int p_template = 0);
void _mode_changed(int p_mode = 0);
void _browse_path();
void _file_selected(const String &p_file);
String _validate_path(const String &p_path);
virtual void ok_pressed() override;
void _create_new();
void _load_exist();
void _msg_script_valid(bool valid, const String &p_msg = String());
void _msg_path_valid(bool valid, const String &p_msg = String());
void _update_dialog();
protected:
void _update_theme();
void _notification(int p_what);
static void _bind_methods();
public:
void config(const String &p_base_path, bool p_built_in_enabled = true, bool p_load_enabled = true, int p_preferred_type = -1, int p_preferred_mode = -1);
ShaderCreateDialog();
};
#endif