godot/editor/plugins/sample_library_editor_plugin.h
2017-04-08 00:11:42 +02:00

109 lines
4 KiB
C++

/*************************************************************************/
/* sample_library_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 SAMPLE_LIBRARY_EDITOR_PLUGIN_H
#define SAMPLE_LIBRARY_EDITOR_PLUGIN_H
#if 0
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/audio/sample_player.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/tree.h"
#include "scene/resources/sample.h"
class SampleLibraryEditor : public Panel {
GDCLASS(SampleLibraryEditor, Panel );
SamplePlayer *player;
Ref<SampleLibrary> sample_library;
Button *load;
Tree *tree;
bool is_playing;
Object *last_sample_playing;
EditorFileDialog *file;
ConfirmationDialog *dialog;
void _load_pressed();
void _file_load_request(const PoolVector<String>& p_path);
void _delete_pressed();
void _update_library();
void _item_edited();
UndoRedo *undo_redo;
void _button_pressed(Object *p_item,int p_column, int p_id);
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);
protected:
void _notification(int p_what);
void _gui_input(InputEvent p_event);
static void _bind_methods();
public:
void set_undo_redo(UndoRedo *p_undo_redo) {undo_redo=p_undo_redo; }
void edit(Ref<SampleLibrary> p_sample);
SampleLibraryEditor();
};
class SampleLibraryEditorPlugin : public EditorPlugin {
GDCLASS( SampleLibraryEditorPlugin, EditorPlugin );
SampleLibraryEditor *sample_library_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "SampleLibrary"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
SampleLibraryEditorPlugin(EditorNode *p_node);
~SampleLibraryEditorPlugin();
};
#endif
#endif // SAMPLE_LIBRARY_EDITOR_PLUGIN_H