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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
170 lines
4.9 KiB
C++
170 lines
4.9 KiB
C++
/*************************************************************************/
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/* dialogs.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 DIALOGS_H
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#define DIALOGS_H
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#include "box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/label.h"
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#include "scene/gui/panel.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/texture_button.h"
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class WindowDialog : public Popup {
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GDCLASS(WindowDialog, Popup);
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enum DRAG_TYPE {
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DRAG_NONE = 0,
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DRAG_MOVE = 1,
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DRAG_RESIZE_TOP = 1 << 1,
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DRAG_RESIZE_RIGHT = 1 << 2,
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DRAG_RESIZE_BOTTOM = 1 << 3,
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DRAG_RESIZE_LEFT = 1 << 4
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};
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TextureButton *close_button;
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String title;
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String xl_title;
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int drag_type;
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Point2 drag_offset;
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Point2 drag_offset_far;
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bool resizable;
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#ifdef TOOLS_ENABLED
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bool was_editor_dimmed;
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#endif
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void _gui_input(const Ref<InputEvent> &p_event);
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void _closed();
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int _drag_hit_test(const Point2 &pos) const;
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protected:
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virtual void _post_popup();
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virtual void _fix_size();
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virtual void _close_pressed() {}
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virtual bool has_point(const Point2 &p_point) const;
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void _notification(int p_what);
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static void _bind_methods();
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public:
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TextureButton *get_close_button();
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void set_title(const String &p_title);
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String get_title() const;
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void set_resizable(bool p_resizable);
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bool get_resizable() const;
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Size2 get_minimum_size() const;
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WindowDialog();
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~WindowDialog();
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};
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class PopupDialog : public Popup {
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GDCLASS(PopupDialog, Popup);
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protected:
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void _notification(int p_what);
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public:
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PopupDialog();
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~PopupDialog();
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};
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class LineEdit;
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class AcceptDialog : public WindowDialog {
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GDCLASS(AcceptDialog, WindowDialog);
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HBoxContainer *hbc;
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Label *label;
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Button *ok;
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bool hide_on_ok;
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void _custom_action(const String &p_action);
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void _ok_pressed();
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void _close_pressed();
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void _builtin_text_entered(const String &p_text);
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void _update_child_rects();
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static bool swap_ok_cancel;
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protected:
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virtual void _post_popup();
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void _notification(int p_what);
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static void _bind_methods();
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virtual void ok_pressed() {}
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virtual void cancel_pressed() {}
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virtual void custom_action(const String &) {}
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public:
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Size2 get_minimum_size() const;
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Label *get_label() { return label; }
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static void set_swap_ok_cancel(bool p_swap);
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void register_text_enter(Node *p_line_edit);
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Button *get_ok() { return ok; }
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Button *add_button(const String &p_text, bool p_right = false, const String &p_action = "");
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Button *add_cancel(const String &p_cancel = "");
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void set_hide_on_ok(bool p_hide);
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bool get_hide_on_ok() const;
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void set_text(String p_text);
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String get_text() const;
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void set_autowrap(bool p_autowrap);
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bool has_autowrap();
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AcceptDialog();
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~AcceptDialog();
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};
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class ConfirmationDialog : public AcceptDialog {
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GDCLASS(ConfirmationDialog, AcceptDialog);
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Button *cancel;
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protected:
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static void _bind_methods();
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public:
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Button *get_cancel();
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ConfirmationDialog();
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};
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#endif
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