09a6a2d8f8
Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
211 lines
6.2 KiB
C++
211 lines
6.2 KiB
C++
/*************************************************************************/
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/* connections_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#ifndef CONNECTIONS_DIALOG_H
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#define CONNECTIONS_DIALOG_H
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#include "core/undo_redo.h"
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#include "editor/editor_inspector.h"
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#include "editor/scene_tree_editor.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.h"
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class PopupMenu;
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class ConnectDialogBinds;
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class ConnectDialog : public ConfirmationDialog {
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GDCLASS(ConnectDialog, ConfirmationDialog);
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public:
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struct ConnectionData {
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Node *source = nullptr;
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Node *target = nullptr;
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StringName signal;
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StringName method;
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uint32_t flags = 0;
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Vector<Variant> binds;
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ConnectionData() {
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}
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ConnectionData(const Connection &p_connection) {
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source = Object::cast_to<Node>(p_connection.signal.get_object());
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signal = p_connection.signal.get_name();
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target = Object::cast_to<Node>(p_connection.callable.get_object());
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method = p_connection.callable.get_method();
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flags = p_connection.flags;
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binds = p_connection.binds;
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}
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operator Connection() {
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Connection c;
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c.signal = ::Signal(source, signal);
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c.callable = Callable(target, method);
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c.flags = flags;
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c.binds = binds;
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return c;
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}
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};
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private:
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Label *connect_to_label;
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LineEdit *from_signal;
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Node *source;
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StringName signal;
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LineEdit *dst_method;
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ConnectDialogBinds *cdbinds;
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bool bEditMode;
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NodePath dst_path;
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VBoxContainer *vbc_right;
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SceneTreeEditor *tree;
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AcceptDialog *error;
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EditorInspector *bind_editor;
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OptionButton *type_list;
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CheckBox *deferred;
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CheckBox *oneshot;
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CheckButton *advanced;
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Label *error_label;
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void ok_pressed();
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void _cancel_pressed();
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void _item_activated();
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void _text_entered(const String &_text);
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void _tree_node_selected();
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void _add_bind();
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void _remove_bind();
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void _advanced_pressed();
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void _update_ok_enabled();
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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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Node *get_source() const;
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StringName get_signal_name() const;
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NodePath get_dst_path() const;
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void set_dst_node(Node *p_node);
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StringName get_dst_method_name() const;
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void set_dst_method(const StringName &p_method);
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Vector<Variant> get_binds() const;
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bool get_deferred() const;
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bool get_oneshot() const;
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bool is_editing() const;
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void init(ConnectionData c, bool bEdit = false);
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void popup_dialog(const String &p_for_signal);
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ConnectDialog();
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~ConnectDialog();
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};
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//////////////////////////////////////////
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// Custom Tree needed to use a RichTextLabel as tooltip control
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// when display signal documentation.
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class ConnectionsDockTree : public Tree {
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virtual Control *make_custom_tooltip(const String &p_text) const;
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};
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class ConnectionsDock : public VBoxContainer {
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GDCLASS(ConnectionsDock, VBoxContainer);
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//Right-click Pop-up Menu Options.
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enum SignalMenuOption {
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CONNECT,
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DISCONNECT_ALL
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};
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enum SlotMenuOption {
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EDIT,
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GO_TO_SCRIPT,
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DISCONNECT
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};
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Node *selectedNode;
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ConnectionsDockTree *tree;
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EditorNode *editor;
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ConfirmationDialog *disconnect_all_dialog;
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ConnectDialog *connect_dialog;
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Button *connect_button;
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PopupMenu *signal_menu;
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PopupMenu *slot_menu;
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UndoRedo *undo_redo;
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Map<StringName, Map<StringName, String> > descr_cache;
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void _make_or_edit_connection();
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void _connect(ConnectDialog::ConnectionData cToMake);
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void _disconnect(TreeItem &item);
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void _disconnect_all();
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void _tree_item_selected();
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void _tree_item_activated();
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bool _is_item_signal(TreeItem &item);
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void _open_connection_dialog(TreeItem &item);
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void _open_connection_dialog(ConnectDialog::ConnectionData cToEdit);
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void _go_to_script(TreeItem &item);
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void _handle_signal_menu_option(int option);
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void _handle_slot_menu_option(int option);
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void _rmb_pressed(Vector2 position);
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void _close();
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protected:
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void _connect_pressed();
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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 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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void update_tree();
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ConnectionsDock(EditorNode *p_editor = NULL);
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~ConnectionsDock();
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};
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#endif
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