godot/editor/script_create_dialog.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

104 lines
4.2 KiB
C++

/*************************************************************************/
/* script_create_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 SCRIPT_CREATE_DIALOG_H
#define SCRIPT_CREATE_DIALOG_H
#include "editor/editor_file_dialog.h"
#include "editor/editor_settings.h"
#include "scene/gui/check_button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel_container.h"
class ScriptCreateDialog : public ConfirmationDialog {
GDCLASS(ScriptCreateDialog, ConfirmationDialog);
LineEdit *class_name;
Label *error_label;
Label *path_error_label;
LineEdit *parent_name;
Button *parent_browse_button;
OptionButton *language_menu;
OptionButton *template_menu;
LineEdit *file_path;
Button *path_button;
EditorFileDialog *file_browse;
CheckButton *internal;
VBoxContainer *path_vb;
AcceptDialog *alert;
bool path_valid;
bool create_new;
bool is_browsing_parent;
String initial_bp;
bool is_new_script_created;
bool is_path_valid;
bool has_named_classes;
bool supports_built_in;
bool can_inherit_from_file;
bool is_parent_name_valid;
bool is_class_name_valid;
bool is_built_in;
int current_language;
bool re_check_path;
String script_template;
Vector<String> template_list;
void _path_changed(const String &p_path = String());
void _path_entered(const String &p_path = String());
void _lang_changed(int l = 0);
void _built_in_pressed();
bool _validate(const String &p_string);
void _class_name_changed(const String &p_name);
void _parent_name_changed(const String &p_parent);
void _template_changed(int p_template = 0);
void _browse_path(bool browse_parent);
void _file_selected(const String &p_file);
virtual void ok_pressed();
void _create_new();
void _load_exist();
void _msg_script_valid(bool valid, const String &p_msg = String());
void _msg_path_valid(bool valid, const String &p_msg = String());
void _update_dialog();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void config(const String &p_base_name, const String &p_base_path);
ScriptCreateDialog();
};
#endif // SCRIPT_CREATE_DIALOG_H