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281 | /**************************************************************************/
/* editor_audio_buses.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 EDITOR_AUDIO_BUSES_H
#define EDITOR_AUDIO_BUSES_H
#include "editor/editor_file_dialog.h"
#include "editor_plugin.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/control.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/scroll_container.h"
#include "scene/gui/slider.h"
#include "scene/gui/texture_progress.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/tree.h"
class EditorAudioBuses;
class EditorAudioBus : public PanelContainer {
GDCLASS(EditorAudioBus, PanelContainer);
Ref<Texture> disabled_vu;
LineEdit *track_name;
MenuButton *bus_options;
VSlider *slider;
int cc;
static const int CHANNELS_MAX = 4;
struct {
bool prev_active;
float peak_l;
float peak_r;
TextureProgress *vu_l;
TextureProgress *vu_r;
} channel[CHANNELS_MAX];
OptionButton *send;
PopupMenu *effect_options;
PopupMenu *bus_popup;
PopupMenu *delete_effect_popup;
Panel *audio_value_preview_box;
Label *audio_value_preview_label;
Timer *preview_timer;
Button *solo;
Button *mute;
Button *bypass;
Tree *effects;
bool updating_bus;
bool is_master;
mutable bool hovering_drop;
void _gui_input(const Ref<InputEvent> &p_event);
void _unhandled_key_input(Ref<InputEvent> p_event);
void _bus_popup_pressed(int p_option);
void _name_changed(const String &p_new_name);
void _name_focus_exit() { _name_changed(track_name->get_text()); }
void _volume_changed(float p_normalized);
float _normalized_volume_to_scaled_db(float normalized);
float _scaled_db_to_normalized_volume(float db);
void _show_value(float slider_value);
void _hide_value_preview();
void _solo_toggled();
void _mute_toggled();
void _bypass_toggled();
void _send_selected(int p_which);
void _effect_edited();
void _effect_add(int p_which);
void _effect_selected();
void _delete_effect_pressed(int p_option);
void _effect_rmb(const Vector2 &p_pos);
void _update_visible_channels();
virtual Variant get_drag_data(const Point2 &p_point);
virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
virtual void drop_data(const Point2 &p_point, const Variant &p_data);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
friend class EditorAudioBuses;
EditorAudioBuses *buses;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void update_bus();
void update_send();
EditorAudioBus(EditorAudioBuses *p_buses = nullptr, bool p_is_master = false);
};
class EditorAudioBusDrop : public Control {
GDCLASS(EditorAudioBusDrop, Control);
virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const;
virtual void drop_data(const Point2 &p_point, const Variant &p_data);
mutable bool hovering_drop;
protected:
static void _bind_methods();
void _notification(int p_what);
public:
EditorAudioBusDrop();
};
class EditorAudioBuses : public VBoxContainer {
GDCLASS(EditorAudioBuses, VBoxContainer);
HBoxContainer *top_hb;
ScrollContainer *bus_scroll;
HBoxContainer *bus_hb;
EditorAudioBusDrop *drop_end;
Label *file;
Button *add;
Button *load;
Button *save_as;
Button *_default;
Button *_new;
Timer *save_timer;
String edited_path;
void _add_bus();
void _update_buses();
void _update_bus(int p_index);
void _update_sends();
void _delete_bus(Object *p_which);
void _duplicate_bus(int p_which);
void _reset_bus_volume(Object *p_which);
void _request_drop_end();
void _drop_at_index(int p_bus, int p_index);
void _server_save();
void _select_layout();
void _load_layout();
void _save_as_layout();
void _load_default_layout();
void _new_layout();
EditorFileDialog *file_dialog;
bool new_layout;
void _file_dialog_callback(const String &p_string);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void open_layout(const String &p_path);
static EditorAudioBuses *register_editor();
EditorAudioBuses();
};
class EditorAudioMeterNotches : public Control {
GDCLASS(EditorAudioMeterNotches, Control);
private:
struct AudioNotch {
float relative_position;
float db_value;
bool render_db_value;
_FORCE_INLINE_ AudioNotch(float r_pos, float db_v, bool rndr_val) {
relative_position = r_pos;
db_value = db_v;
render_db_value = rndr_val;
}
_FORCE_INLINE_ AudioNotch(const AudioNotch &n) {
relative_position = n.relative_position;
db_value = n.db_value;
render_db_value = n.render_db_value;
}
_FORCE_INLINE_ AudioNotch operator=(const EditorAudioMeterNotches::AudioNotch &n) {
relative_position = n.relative_position;
db_value = n.db_value;
render_db_value = n.render_db_value;
return *this;
}
_FORCE_INLINE_ AudioNotch() {}
};
List<AudioNotch> notches;
public:
const float line_length = 5.0f;
const float label_space = 2.0f;
const float btm_padding = 9.0f;
const float top_padding = 5.0f;
Color notch_color;
void add_notch(float p_normalized_offset, float p_db_value, bool p_render_value = false);
Size2 get_minimum_size() const;
private:
static void _bind_methods();
void _notification(int p_what);
void _draw_audio_notches();
public:
EditorAudioMeterNotches();
};
class AudioBusesEditorPlugin : public EditorPlugin {
GDCLASS(AudioBusesEditorPlugin, EditorPlugin);
EditorAudioBuses *audio_bus_editor;
public:
virtual String get_name() const { return "SampleLibrary"; }<--- Function in derived class
bool has_main_screen() const { return false; }<--- Function in derived class
virtual void edit(Object *p_node);<--- Function in derived class
virtual bool handles(Object *p_node) const;<--- Function in derived class
virtual void make_visible(bool p_visible);<--- Function in derived class
AudioBusesEditorPlugin(EditorAudioBuses *p_node);<--- Class 'AudioBusesEditorPlugin' has a constructor with 1 argument that is not explicit. [+]Class 'AudioBusesEditorPlugin' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~AudioBusesEditorPlugin();
};
#endif // EDITOR_AUDIO_BUSES_H
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