godot/editor/connections_dialog.h

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/*************************************************************************/
/* connections_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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. */
/*************************************************************************/
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
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#ifndef CONNECTIONS_DIALOG_H
#define CONNECTIONS_DIALOG_H
#include "editor/property_editor.h"
#include "editor/scene_tree_editor.h"
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#include "scene/gui/button.h"
#include "scene/gui/check_button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
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#include "undo_redo.h"
class PopupMenu;
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class ConnectDialogBinds;
class ConnectDialog : public ConfirmationDialog {
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GDCLASS(ConnectDialog, ConfirmationDialog);
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ConfirmationDialog *error;
LineEdit *dst_path;
LineEdit *dst_method;
SceneTreeEditor *tree;
OptionButton *type_list;
CheckButton *deferred;
CheckButton *oneshot;
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CheckButton *make_callback;
PropertyEditor *bind_editor;
Node *source;
StringName signal;
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ConnectDialogBinds *cdbinds;
bool bEditMode;
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void ok_pressed();
void _cancel_pressed();
void _tree_node_selected();
void _add_bind();
void _remove_bind();
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protected:
void _notification(int p_what);
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static void _bind_methods();
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public:
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;
Node *get_source() const;
StringName get_signal() const;
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bool get_deferred() const;
bool get_oneshot() const;
bool is_editing() const;
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Vector<Variant> get_binds() const;
void set_dst_method(const StringName &p_method);
void set_dst_node(Node *p_node);
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void init(Connection c, bool bEdit = false);
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ConnectDialog();
~ConnectDialog();
};
class ConnectionsDock : public VBoxContainer {
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GDCLASS(ConnectionsDock, VBoxContainer);
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enum SignalMenuOption {
CONNECT
};
enum SlotMenuOption {
EDIT,
DISCONNECT
};
Button *connect_button;
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EditorNode *editor;
Node *node;
Tree *tree;
ConfirmationDialog *remove_confirm;
ConnectDialog *connect_dialog;
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PopupMenu *signal_menu;
PopupMenu *slot_menu;
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void _close();
void _make_or_edit_connection();
void _connect( Connection cToMake );
void _disconnect( TreeItem *item );
void _edit( TreeItem *item );
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void _something_selected();
void _something_activated();
void _handle_signal_option( int option );
void _handle_slot_option( int option );
void _rmb_pressed( Vector2 position );
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UndoRedo *undo_redo;
protected:
void _connect_pressed();
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void _notification(int p_what);
static void _bind_methods();
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private:
bool _is_item_signal( TreeItem *item );
void _open_connection_dialog( TreeItem *item );
void _open_connection_dialog( Connection cToEdit );
public:
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();
void update_tree();
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ConnectionsDock(EditorNode *p_editor = NULL);
~ConnectionsDock();
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};
#endif