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/**************************************************************************/
/*  shader_create_dialog.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 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 EditorValidationPanel;

class ShaderCreateDialog : public ConfirmationDialog {
	GDCLASS(ShaderCreateDialog, ConfirmationDialog);

	enum {
		MSG_ID_SHADER,
		MSG_ID_PATH,
		MSG_ID_BUILT_IN,
	};

	struct ShaderTypeData {
		List<String> extensions;
		String default_extension;
		bool use_templates = false;
	};

	List<ShaderTypeData> type_data;

	GridContainer *gc = nullptr;
	EditorValidationPanel *validation_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;
	String path_error;
	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();<--- _update_language_info is a virtual function

	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 _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