Added editor dialog for easily creating shaders.
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115
editor/shader_create_dialog.h
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115
editor/shader_create_dialog.h
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/*************************************************************************/
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/* shader_create_dialog.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 SHADER_CREATE_DIALOG_H
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#define SHADER_CREATE_DIALOG_H
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#include "editor/editor_file_dialog.h"
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#include "editor/editor_settings.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/grid_container.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/panel_container.h"
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class ShaderCreateDialog : public ConfirmationDialog {
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GDCLASS(ShaderCreateDialog, ConfirmationDialog);
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enum ShaderType {
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SHADER_TYPE_TEXT,
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SHADER_TYPE_VISUAL,
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SHADER_TYPE_MAX,
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};
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struct ShaderTypeData {
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List<String> extensions;
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String default_extension;
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bool use_templates = false;
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};
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List<ShaderTypeData> language_data;
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GridContainer *gc = nullptr;
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Label *error_label = nullptr;
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Label *path_error_label = nullptr;
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Label *builtin_warning_label = nullptr;
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PanelContainer *status_panel = nullptr;
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OptionButton *language_menu = nullptr;
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OptionButton *mode_menu = nullptr;
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OptionButton *template_menu = nullptr;
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CheckBox *internal = nullptr;
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LineEdit *file_path = nullptr;
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Button *path_button = nullptr;
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EditorFileDialog *file_browse = nullptr;
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AcceptDialog *alert = nullptr;
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String initial_base_path;
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bool is_new_shader_created = true;
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bool is_path_valid = false;
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bool is_built_in = false;
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bool built_in_enabled = true;
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bool load_enabled = false;
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bool re_check_path = false;
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int current_language = -1;
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int default_language = -1;
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int current_mode = 0;
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int current_template = 0;
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virtual void _update_language_info();
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void _path_hbox_sorted();
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void _path_changed(const String &p_path = String());
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void _path_submitted(const String &p_path = String());
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void _language_changed(int p_language = 0);
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void _built_in_toggled(bool p_enabled);
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void _template_changed(int p_template = 0);
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void _mode_changed(int p_mode = 0);
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void _browse_path();
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void _file_selected(const String &p_file);
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String _validate_path(const String &p_path, bool p_file_must_exist);
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virtual void ok_pressed() override;
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void _create_new();
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void _load_exist();
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void _msg_script_valid(bool valid, const String &p_msg = String());
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void _msg_path_valid(bool valid, const String &p_msg = String());
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void _update_dialog();
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protected:
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void _update_theme();
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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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void config(const String &p_base_path, bool p_built_in_enabled = true, bool p_load_enabled = true);
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ShaderCreateDialog();
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};
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#endif
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