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e4213e66b2
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.
126 lines
4.2 KiB
C++
126 lines
4.2 KiB
C++
/*************************************************************************/
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/* connections_dialog.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 CONNECTIONS_DIALOG_H
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#define CONNECTIONS_DIALOG_H
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#include "editor/property_editor.h"
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#include "editor/scene_tree_editor.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.h"
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#include "undo_redo.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ConnectDialogBinds;
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class ConnectDialog : public ConfirmationDialog {
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GDCLASS(ConnectDialog, ConfirmationDialog);
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ConfirmationDialog *error;
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LineEdit *dst_path;
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LineEdit *dst_method;
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SceneTreeEditor *tree;
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OptionButton *type_list;
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CheckButton *deferred;
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CheckButton *oneshot;
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CheckButton *make_callback;
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PropertyEditor *bind_editor;
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Node *node;
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ConnectDialogBinds *cdbinds;
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void ok_pressed();
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void _cancel_pressed();
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void _tree_node_selected();
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void _add_bind();
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void _remove_bind();
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protected:
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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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bool get_make_callback() { return make_callback->is_visible() && make_callback->is_pressed(); }
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NodePath get_dst_path() const;
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StringName get_dst_method() const;
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bool get_deferred() const;
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bool get_oneshot() const;
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Vector<Variant> get_binds() const;
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void set_dst_method(const StringName &p_method);
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void set_dst_node(Node *p_node);
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void edit(Node *p_node);
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ConnectDialog();
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~ConnectDialog();
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};
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class ConnectionsDock : public VBoxContainer {
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GDCLASS(ConnectionsDock, VBoxContainer);
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Button *connect_button;
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EditorNode *editor;
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Node *node;
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Tree *tree;
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ConfirmationDialog *remove_confirm;
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ConnectDialog *connect_dialog;
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void _close();
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void _connect();
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void _something_selected();
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void _something_activated();
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UndoRedo *undo_redo;
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protected:
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void _connect_pressed();
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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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void set_undoredo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void set_node(Node *p_node);
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String get_selected_type();
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void update_tree();
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ConnectionsDock(EditorNode *p_editor = NULL);
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~ConnectionsDock();
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};
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#endif
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