c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
165 lines
4.5 KiB
C++
165 lines
4.5 KiB
C++
/*************************************************************************/
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/* dialogs.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 DIALOGS_H
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#define DIALOGS_H
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#include "scene/gui/label.h"
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#include "scene/gui/button.h"
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#include "scene/gui/texture_button.h"
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#include "scene/gui/panel.h"
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#include "scene/gui/popup.h"
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#include "box_container.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class WindowDialog : public Popup {
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OBJ_TYPE(WindowDialog,Popup);
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TextureButton *close_button;
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String title;
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bool dragging;
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void _input_event(const InputEvent& p_event);
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void _closed();
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protected:
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virtual void _post_popup();
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virtual void _close_pressed() {}
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virtual bool has_point(const Point2& p_point) const;
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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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TextureButton *get_close_button();
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void set_title(const String& p_title);
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String get_title() const;
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Size2 get_minimum_size() const;
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WindowDialog();
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~WindowDialog();
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};
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class PopupDialog : public Popup {
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OBJ_TYPE(PopupDialog,Popup);
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protected:
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void _notification(int p_what);
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public:
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PopupDialog();
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~PopupDialog();
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};
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class LineEdit;
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class AcceptDialog : public WindowDialog {
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OBJ_TYPE(AcceptDialog,WindowDialog);
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Control *child;
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HBoxContainer *hbc;
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Label *label;
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Button *ok;
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// Button *cancel; no more cancel (there is X on tht titlebar)
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bool hide_on_ok;
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void _custom_action(const String& p_action);
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void _ok_pressed();
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void _close_pressed();
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void _builtin_text_entered(const String& p_text);
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void _update_child_rect();
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static bool swap_ok_cancel;
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virtual void remove_child_notify(Node *p_child);
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protected:
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virtual void _post_popup();
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void _notification(int p_what);
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static void _bind_methods();
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virtual void ok_pressed() {}
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virtual void cancel_pressed() {}
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virtual void custom_action(const String&) {}
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public:
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Size2 get_minimum_size() const;
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Label *get_label() { return label; }
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static void set_swap_ok_cancel(bool p_swap);
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void register_text_enter(Node *p_line_edit);
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Button *get_ok() { return ok; }
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Button* add_button(const String& p_text,bool p_right=false,const String& p_action="");
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Button* add_cancel(const String &p_cancel="");
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void set_hide_on_ok(bool p_hide);
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bool get_hide_on_ok() const;
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void set_text(String p_text);
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String get_text() const;
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void set_child_rect(Control *p_child);
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AcceptDialog();
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~AcceptDialog();
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};
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class ConfirmationDialog : public AcceptDialog {
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OBJ_TYPE(ConfirmationDialog,AcceptDialog);
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Button *cancel;
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protected:
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static void _bind_methods();
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public:
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Button *get_cancel();
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ConfirmationDialog();
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};
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#endif
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