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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
95 lines
3.9 KiB
C++
95 lines
3.9 KiB
C++
/*************************************************************************/
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/* reparent_dialog.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "reparent_dialog.h"
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#include "core/string/print_string.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/label.h"
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void ReparentDialog::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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connect("confirmed", callable_mp(this, &ReparentDialog::_reparent));
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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disconnect("confirmed", callable_mp(this, &ReparentDialog::_reparent));
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}
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}
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void ReparentDialog::_cancel() {
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hide();
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}
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void ReparentDialog::_reparent() {
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if (tree->get_selected()) {
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emit_signal("reparent", tree->get_selected()->get_path(), keep_transform->is_pressed());
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hide();
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}
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}
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void ReparentDialog::set_current(const Set<Node *> &p_selection) {
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tree->set_marked(p_selection, false, false);
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//tree->set_selected(p_node->get_parent());
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}
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void ReparentDialog::_bind_methods() {
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ClassDB::bind_method("_cancel", &ReparentDialog::_cancel);
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ADD_SIGNAL(MethodInfo("reparent", PropertyInfo(Variant::NODE_PATH, "path"), PropertyInfo(Variant::BOOL, "keep_global_xform")));
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}
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ReparentDialog::ReparentDialog() {
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set_title(TTR("Reparent Node"));
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VBoxContainer *vbc = memnew(VBoxContainer);
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add_child(vbc);
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//set_child_rect(vbc);
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tree = memnew(SceneTreeEditor(false));
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tree->set_show_enabled_subscene(true);
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tree->get_scene_tree()->connect("item_activated", callable_mp(this, &ReparentDialog::_reparent));
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vbc->add_margin_child(TTR("Select new parent:"), tree, true);
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keep_transform = memnew(CheckBox);
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keep_transform->set_text(TTR("Keep Global Transform"));
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keep_transform->set_pressed(true);
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vbc->add_child(keep_transform);
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//vbc->add_margin_child("Options:",node_only);
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//cancel->connect("pressed", this,"_cancel");
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get_ok_button()->set_text(TTR("Reparent"));
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}
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ReparentDialog::~ReparentDialog() {
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}
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