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c1c6911b5c
Use an option button for the replication mode making sync and watch (now "Always" and "On Change") mutually exclusive.
110 lines
4.4 KiB
C++
110 lines
4.4 KiB
C++
/**************************************************************************/
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/* replication_editor.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 REPLICATION_EDITOR_H
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#define REPLICATION_EDITOR_H
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#include "../scene_replication_config.h"
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#include "editor/editor_plugin.h"
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#include "scene/gui/box_container.h"
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class ConfirmationDialog;
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class MultiplayerSynchronizer;
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class AcceptDialog;
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class LineEdit;
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class Tree;
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class TreeItem;
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class PropertySelector;
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class SceneTreeDialog;
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class ReplicationEditor : public VBoxContainer {
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GDCLASS(ReplicationEditor, VBoxContainer);
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private:
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MultiplayerSynchronizer *current = nullptr;
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ConfirmationDialog *delete_dialog = nullptr;
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Button *add_pick_button = nullptr;
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Button *add_from_path_button = nullptr;
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LineEdit *np_line_edit = nullptr;
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Label *drop_label = nullptr;
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Ref<SceneReplicationConfig> config;
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NodePath deleting;
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Tree *tree = nullptr;
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PropertySelector *prop_selector = nullptr;
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SceneTreeDialog *pick_node = nullptr;
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NodePath adding_node_path;
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Button *pin = nullptr;
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Ref<Texture2D> _get_class_icon(const Node *p_node);
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void _add_pressed();
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void _np_text_submitted(const String &p_newtext);
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void _tree_item_edited();
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void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _update_value(const NodePath &p_prop, int p_column, int p_checked);
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void _update_config();
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void _dialog_closed(bool p_confirmed);
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void _add_property(const NodePath &p_property, bool p_spawn, SceneReplicationConfig::ReplicationMode p_mode);
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void _pick_node_filter_text_changed(const String &p_newtext);
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void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
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void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
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void _pick_node_selected(NodePath p_path);
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void _pick_new_property();
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void _pick_node_property_selected(String p_name);
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bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _add_sync_property(String p_path);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void edit(MultiplayerSynchronizer *p_object);
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MultiplayerSynchronizer *get_current() const { return current; }
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Button *get_pin() { return pin; }
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ReplicationEditor();
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~ReplicationEditor() {}
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};
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#endif // REPLICATION_EDITOR_H
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