godot/modules/multiplayer/editor/replication_editor.h
Fabio Alessandrelli c1c6911b5c [MP] Improve ReplicationEditor UX
Use an option button for the replication mode making sync and watch (now
"Always" and "On Change") mutually exclusive.
2023-08-30 15:37:42 +02:00

110 lines
4.4 KiB
C++

/**************************************************************************/
/* replication_editor.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 */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/**************************************************************************/
#ifndef REPLICATION_EDITOR_H
#define REPLICATION_EDITOR_H
#include "../scene_replication_config.h"
#include "editor/editor_plugin.h"
#include "scene/gui/box_container.h"
class ConfirmationDialog;
class MultiplayerSynchronizer;
class AcceptDialog;
class LineEdit;
class Tree;
class TreeItem;
class PropertySelector;
class SceneTreeDialog;
class ReplicationEditor : public VBoxContainer {
GDCLASS(ReplicationEditor, VBoxContainer);
private:
MultiplayerSynchronizer *current = nullptr;
ConfirmationDialog *delete_dialog = nullptr;
Button *add_pick_button = nullptr;
Button *add_from_path_button = nullptr;
LineEdit *np_line_edit = nullptr;
Label *drop_label = nullptr;
Ref<SceneReplicationConfig> config;
NodePath deleting;
Tree *tree = nullptr;
PropertySelector *prop_selector = nullptr;
SceneTreeDialog *pick_node = nullptr;
NodePath adding_node_path;
Button *pin = nullptr;
Ref<Texture2D> _get_class_icon(const Node *p_node);
void _add_pressed();
void _np_text_submitted(const String &p_newtext);
void _tree_item_edited();
void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
void _update_value(const NodePath &p_prop, int p_column, int p_checked);
void _update_config();
void _dialog_closed(bool p_confirmed);
void _add_property(const NodePath &p_property, bool p_spawn, SceneReplicationConfig::ReplicationMode p_mode);
void _pick_node_filter_text_changed(const String &p_newtext);
void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
void _pick_node_selected(NodePath p_path);
void _pick_new_property();
void _pick_node_property_selected(String p_name);
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);
void _add_sync_property(String p_path);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void edit(MultiplayerSynchronizer *p_object);
MultiplayerSynchronizer *get_current() const { return current; }
Button *get_pin() { return pin; }
ReplicationEditor();
~ReplicationEditor() {}
};
#endif // REPLICATION_EDITOR_H