godot/tools/editor/connections_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

135 lines
4.3 KiB
C++

/*************************************************************************/
/* connections_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 CONNECTIONS_DIALOG_H
#define CONNECTIONS_DIALOG_H
#include "scene/gui/popup.h"
#include "scene/gui/button.h"
#include "scene/gui/check_button.h"
#include "scene/gui/tree.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/line_edit.h"
#include "tools/editor/scene_tree_editor.h"
#include "tools/editor/property_editor.h"
#include "undo_redo.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ConnectDialogBinds;
class ConnectDialog : public ConfirmationDialog {
OBJ_TYPE( ConnectDialog, ConfirmationDialog );
ConfirmationDialog *error;
LineEdit *dst_path;
LineEdit *dst_method;
SceneTreeEditor *tree;
//MenuButton *dst_method_list;
OptionButton *type_list;
CheckButton *deferred;
CheckButton *oneshot;
CheckButton *make_callback;
PropertyEditor *bind_editor;
Node *node;
ConnectDialogBinds *cdbinds;
void ok_pressed();
void _cancel_pressed();
void _tree_node_selected();
void _dst_method_list_selected(int p_idx);
void _add_bind();
void _remove_bind();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
bool get_make_callback() { return !make_callback->is_hidden() && make_callback->is_pressed(); }
NodePath get_dst_path() const;
StringName get_dst_method() const;
bool get_deferred() const;
bool get_oneshot() const;
Vector<Variant> get_binds() const;
void set_dst_method(const StringName& p_method);
void set_dst_node(Node* p_node);
// Button *get_ok() { return ok; }
// Button *get_cancel() { return cancel; }
void edit(Node *p_node);
ConnectDialog();
~ConnectDialog();
};
class ConnectionsDock : public VBoxContainer {
OBJ_TYPE( ConnectionsDock , VBoxContainer );
Button *connect_button;
EditorNode *editor;
Node *node;
Tree *tree;
ConfirmationDialog *remove_confirm;
ConnectDialog *connect_dialog;
void update_tree();
void _close();
void _connect();
void _something_selected();
void _something_activated();
UndoRedo *undo_redo;
protected:
void _connect_pressed();
void _notification(int p_what);
static void _bind_methods();
public:
void set_undoredo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }
void set_node(Node* p_node);
String get_selected_type();
ConnectionsDock(EditorNode *p_editor=NULL);
~ConnectionsDock();
};
#endif