/**************************************************************************/ /* editor_audio_buses.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 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 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 &p_event); void _unhandled_key_input(Ref 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 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