godot/editor/editor_about.h
Yuri Sizov 01888ae7ab Fix theme application in various editor dialogs
99% of the time we shouldn't rely on the signal, we
should use the notification instead. I left some comments
in places where I couldn't quickly improve the code.
2023-12-04 13:18:48 +01:00

78 lines
3.5 KiB
C++

/**************************************************************************/
/* editor_about.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 */
/* 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. */
/**************************************************************************/
#ifndef EDITOR_ABOUT_H
#define EDITOR_ABOUT_H
#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#include "scene/gui/link_button.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/scroll_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"
#include "editor/editor_scale.h"
/**
* NOTE: Do not assume the EditorNode singleton to be available in this class' methods.
* EditorAbout is also used from the project manager where EditorNode isn't initialized.
*/
class EditorAbout : public AcceptDialog {
GDCLASS(EditorAbout, AcceptDialog);
static const String META_TEXT_TO_COPY;
private:
void _license_tree_selected();
void _version_button_pressed();
ScrollContainer *_populate_list(const String &p_name, const List<String> &p_sections, const char *const *const p_src[], const int p_flag_single_column = 0);
LinkButton *version_btn = nullptr;
Tree *_tpl_tree = nullptr;
RichTextLabel *_license_text = nullptr;
RichTextLabel *_tpl_text = nullptr;
TextureRect *_logo = nullptr;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
TextureRect *get_logo() const;
EditorAbout();
~EditorAbout();
};
#endif // EDITOR_ABOUT_H