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+/*************************************************************************/
+/* shader_create_dialog.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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);
+ ShaderCreateDialog();
+};
+
+#endif