godot/editor/plugins/audio_stream_editor_plugin.h

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/*************************************************************************/
/* audio_stream_editor_plugin.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 AUDIO_STREAM_EDITOR_PLUGIN_H
#define AUDIO_STREAM_EDITOR_PLUGIN_H
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/audio/audio_stream_player.h"
#include "scene/gui/color_rect.h"
#include "scene/resources/texture.h"
class AudioStreamEditor : public ColorRect {
GDCLASS(AudioStreamEditor, ColorRect);
Ref<AudioStream> stream;
AudioStreamPlayer *_player = nullptr;
ColorRect *_preview = nullptr;
Control *_indicator = nullptr;
Label *_current_label = nullptr;
Label *_duration_label = nullptr;
ToolButton *_play_button = nullptr;
ToolButton *_stop_button = nullptr;
float _current = 0;
bool _dragging = false;
bool _pausing = false;
protected:
void _notification(int p_what);
void _preview_changed(ObjectID p_which);
void _play();
void _stop();
void _on_finished();
void _draw_preview();
void _draw_indicator();
void _on_input_indicator(Ref<InputEvent> p_event);
void _seek_to(real_t p_x);
void _changed_callback(Object *p_changed, const char *p_prop);
static void _bind_methods();
public:
void edit(Ref<AudioStream> p_stream);
AudioStreamEditor();
};
class AudioStreamEditorPlugin : public EditorPlugin {
GDCLASS(AudioStreamEditorPlugin, EditorPlugin);
AudioStreamEditor *audio_editor;
EditorNode *editor;
public:
virtual String get_name() const { return "Audio"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
virtual void make_visible(bool p_visible);
AudioStreamEditorPlugin(EditorNode *p_node);
~AudioStreamEditorPlugin();
};
#endif // AUDIO_STREAM_EDITOR_PLUGIN_H