godot/editor/editor_audio_buses.h

282 lines
8.0 KiB
C++

/*************************************************************************/
/* editor_audio_buses.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 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"; }
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);
AudioBusesEditorPlugin(EditorAudioBuses *p_node);
~AudioBusesEditorPlugin();
};
#endif // EDITOR_AUDIO_BUSES_H