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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