godot/tools/editor/call_dialog.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

84 lines
3.0 KiB
C++

/*************************************************************************/
/* call_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 CALL_DIALOG_H
#define CALL_DIALOG_H
#include "scene/gui/popup.h"
#include "scene/gui/button.h"
#include "scene/gui/tree.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "tools/editor/property_editor.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CallDialogParams;
class CallDialog : public Popup {
OBJ_TYPE( CallDialog, Popup );
Label* method_label;
Tree *tree;
Button *call;
Button *cancel;
CallDialogParams *call_params;
PropertyEditor *property_editor;
Label *return_label;
LineEdit *return_value;
Object *object;
StringName selected;
Vector<MethodInfo> methods;
void _item_selected();
void _update_method_list();
void _call();
void _cancel();
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void set_object(Object *p_object,StringName p_selected="");
CallDialog();
~CallDialog();
};
#endif