/*************************************************************************/ /* 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_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 EditorFileDialog; class ShaderCreateDialog : public ConfirmationDialog { GDCLASS(ShaderCreateDialog, ConfirmationDialog); struct ShaderTypeData { List extensions; String default_extension; bool use_templates = false; }; List type_data; GridContainer *gc = nullptr; Label *error_label = nullptr; Label *path_error_label = nullptr; Label *builtin_warning_label = nullptr; PanelContainer *status_panel = nullptr; OptionButton *type_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_type = -1; int default_type = -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 _type_changed(int p_type = 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 _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 // SHADER_CREATE_DIALOG_H