2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* sample_library_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:11:45 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2018-01-02 10:27:24 +00:00
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SAMPLE_LIBRARY_EDITOR_PLUGIN_H
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#define SAMPLE_LIBRARY_EDITOR_PLUGIN_H
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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2014-02-10 01:10:30 +00:00
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#include "scene/audio/sample_player.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/tree.h"
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#include "scene/resources/sample.h"
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class SampleLibraryEditor : public Panel {
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OBJ_TYPE(SampleLibraryEditor, Panel);
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SamplePlayer *player;
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Ref<SampleLibrary> sample_library;
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Button *load;
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Tree *tree;
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2016-03-13 13:37:47 +00:00
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bool is_playing;
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Object *last_sample_playing;
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2015-06-06 12:44:38 +00:00
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EditorFileDialog *file;
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ConfirmationDialog *dialog;
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void _load_pressed();
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void _file_load_request(const DVector<String> &p_path);
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void _delete_pressed();
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void _update_library();
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void _item_edited();
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UndoRedo *undo_redo;
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void _button_pressed(Object *p_item, int p_column, int p_id);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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2016-05-15 02:48:23 +00:00
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2014-02-10 01:10:30 +00:00
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protected:
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void _notification(int p_what);
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void _input_event(InputEvent p_event);
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static void _bind_methods();
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public:
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void edit(Ref<SampleLibrary> p_sample);
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SampleLibraryEditor();
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};
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class SampleLibraryEditorPlugin : public EditorPlugin {
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OBJ_TYPE(SampleLibraryEditorPlugin, EditorPlugin);
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2014-02-10 01:10:30 +00:00
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SampleLibraryEditor *sample_library_editor;
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EditorNode *editor;
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2016-01-17 23:03:57 +00:00
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Button *button;
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public:
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virtual String get_name() const { return "SampleLibrary"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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SampleLibraryEditorPlugin(EditorNode *p_node);
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~SampleLibraryEditorPlugin();
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};
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#endif // SAMPLE_LIBRARY_EDITOR_PLUGIN_H
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