godot/tools/editor/progress_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

106 lines
3.6 KiB
C++

/*************************************************************************/
/* progress_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 PROGRESS_DIALOG_H
#define PROGRESS_DIALOG_H
#include "scene/gui/popup.h"
#include "scene/gui/box_container.h"
#include "scene/gui/progress_bar.h"
#include "scene/gui/label.h"
class BackgroundProgress : public HBoxContainer {
OBJ_TYPE(BackgroundProgress,HBoxContainer);
_THREAD_SAFE_CLASS_
struct Task {
HBoxContainer *hb;
ProgressBar *progress;
};
Map<String,Task> tasks;
Map<String,int> updates;
void _update();
protected:
void _add_task(const String& p_task,const String& p_label, int p_steps);
void _task_step(const String& p_task, int p_step=-1);
void _end_task(const String& p_task);
static void _bind_methods();
public:
void add_task(const String& p_task,const String& p_label, int p_steps);
void task_step(const String& p_task, int p_step=-1);
void end_task(const String& p_task);
BackgroundProgress() {}
};
class ProgressDialog : public Popup {
OBJ_TYPE( ProgressDialog, Popup );
struct Task {
String task;
VBoxContainer *vb;
ProgressBar *progress;
Label *state;
};
Map<String,Task> tasks;
VBoxContainer *main;
uint64_t last_progress_tick;
static ProgressDialog *singleton;
void _popup();
protected:
void _notification(int p_what);
public:
static ProgressDialog *get_singleton() { return singleton; }
void add_task(const String& p_task,const String& p_label, int p_steps);
void task_step(const String& p_task, const String& p_state, int p_step=-1, bool p_force_redraw=true);
void end_task(const String& p_task);
ProgressDialog();
};
#endif // PROGRESS_DIALOG_H