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Defaults to "Auto", which detects the casing based on the preference of the currently selected language (C# for example prefers PascalCase whereas GDScript prefers snake_case).
130 lines
5.5 KiB
C++
130 lines
5.5 KiB
C++
/**************************************************************************/
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/* script_create_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) 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 SCRIPT_CREATE_DIALOG_H
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#define SCRIPT_CREATE_DIALOG_H
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#include "core/object/script_language.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/panel_container.h"
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class CreateDialog;
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class EditorFileDialog;
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class EditorValidationPanel;
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class LineEdit;
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class ScriptCreateDialog : public ConfirmationDialog {
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GDCLASS(ScriptCreateDialog, ConfirmationDialog);
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enum {
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MSG_ID_SCRIPT,
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MSG_ID_PATH,
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MSG_ID_BUILT_IN,
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MSG_ID_TEMPLATE,
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};
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EditorValidationPanel *validation_panel = nullptr;
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LineEdit *parent_name = nullptr;
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Button *parent_browse_button = nullptr;
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Button *parent_search_button = nullptr;
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OptionButton *language_menu = nullptr;
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OptionButton *template_menu = nullptr;
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LineEdit *file_path = nullptr;
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LineEdit *built_in_name = nullptr;
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Button *path_button = nullptr;
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EditorFileDialog *file_browse = nullptr;
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CheckBox *built_in = nullptr;
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CheckBox *use_templates = nullptr;
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VBoxContainer *path_vb = nullptr;
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AcceptDialog *alert = nullptr;
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CreateDialog *select_class = nullptr;
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bool is_browsing_parent = false;
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String path_error;
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String template_inactive_message;
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bool is_new_script_created = true;
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bool is_path_valid = false;
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bool supports_built_in = false;
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bool can_inherit_from_file = false;
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bool is_parent_name_valid = false;
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bool is_class_name_valid = false;
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bool is_built_in = false;
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bool is_using_templates = true;
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bool built_in_enabled = true;
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bool load_enabled = true;
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int default_language;
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bool re_check_path = false;
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Control *path_controls[2];
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Control *name_controls[2];
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Vector<ScriptLanguage::ScriptTemplate> template_list;
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ScriptLanguage *language = nullptr;
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String base_type;
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void _path_hbox_sorted();
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bool _can_be_built_in();
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void _path_changed(const String &p_path = String());
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void _language_changed(int l = 0);
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void _built_in_pressed();
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void _use_template_pressed();
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bool _validate_parent(const String &p_string);
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String _validate_path(const String &p_path, bool p_file_must_exist);
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void _parent_name_changed(const String &p_parent);
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void _template_changed(int p_template = 0);
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void _browse_path(bool browse_parent, bool p_save);
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void _file_selected(const String &p_file);
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void _create();
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void _browse_class_in_tree();
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virtual void ok_pressed() override;
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void _create_new();
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void _load_exist();
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void _update_template_menu();
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void _update_dialog();
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ScriptLanguage::ScriptTemplate _get_current_template() const;
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Vector<ScriptLanguage::ScriptTemplate> _get_user_templates(const ScriptLanguage *p_language, const StringName &p_object, const String &p_dir, const ScriptLanguage::TemplateLocation &p_origin) const;
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ScriptLanguage::ScriptTemplate _parse_template(const ScriptLanguage *p_language, const String &p_path, const String &p_filename, const ScriptLanguage::TemplateLocation &p_origin, const String &p_inherits) const;
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String _get_script_origin_label(const ScriptLanguage::TemplateLocation &p_origin) const;
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String _adjust_file_path(const String &p_base_path) const;
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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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void config(const String &p_base_name, const String &p_base_path, bool p_built_in_enabled = true, bool p_load_enabled = true);
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void set_inheritance_base_type(const String &p_base);
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ScriptCreateDialog();
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};
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#endif // SCRIPT_CREATE_DIALOG_H
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