d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
109 lines
4.4 KiB
C++
109 lines
4.4 KiB
C++
/**************************************************************************/
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/* replication_editor.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 REPLICATION_EDITOR_H
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#define REPLICATION_EDITOR_H
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#include "editor/editor_plugin.h"
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#include "modules/multiplayer/scene_replication_config.h"
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#include "scene/gui/box_container.h"
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class ConfirmationDialog;
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class MultiplayerSynchronizer;
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class AcceptDialog;
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class LineEdit;
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class Tree;
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class TreeItem;
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class PropertySelector;
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class SceneTreeDialog;
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class ReplicationEditor : public VBoxContainer {
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GDCLASS(ReplicationEditor, VBoxContainer);
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private:
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MultiplayerSynchronizer *current = nullptr;
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AcceptDialog *error_dialog = nullptr;
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ConfirmationDialog *delete_dialog = nullptr;
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Button *add_pick_button = nullptr;
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Button *add_from_path_button = nullptr;
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LineEdit *np_line_edit = nullptr;
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Label *drop_label = nullptr;
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Ref<SceneReplicationConfig> config;
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NodePath deleting;
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Tree *tree = nullptr;
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PropertySelector *prop_selector = nullptr;
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SceneTreeDialog *pick_node = nullptr;
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NodePath adding_node_path;
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Button *pin = nullptr;
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Ref<Texture2D> _get_class_icon(const Node *p_node);
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void _add_pressed();
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void _tree_item_edited();
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void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _update_checked(const NodePath &p_prop, int p_column, bool p_checked);
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void _update_config();
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void _dialog_closed(bool p_confirmed);
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void _add_property(const NodePath &p_property, bool p_spawn = true, bool p_sync = true);
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void _pick_node_filter_text_changed(const String &p_newtext);
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void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
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void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
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void _pick_node_selected(NodePath p_path);
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void _pick_new_property();
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void _pick_node_property_selected(String p_name);
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bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _add_sync_property(String p_path);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void edit(MultiplayerSynchronizer *p_object);
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MultiplayerSynchronizer *get_current() const { return current; }
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Button *get_pin() { return pin; }
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ReplicationEditor();
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~ReplicationEditor() {}
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};
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#endif // REPLICATION_EDITOR_H
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