godot/editor/plugins/replication_editor_plugin.h
Rémi Verschelde 11572c6e30
Editor: Cleanup some includes dependencies
Removes some unnecessary includes from `editor_node.h`, and instead add
those where they're used.

Removes unnecessary `editor_node.h` includes in various editor classes.

Renames `dynamicfont` to `dynamic_font` in a couple files.

Misc cleanup while jumping through that rabbit hole.
2022-02-15 14:54:15 +01:00

106 lines
4.1 KiB
C++

/*************************************************************************/
/* replication_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 REPLICATION_EDITOR_PLUGIN_H
#define REPLICATION_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/resources/scene_replication_config.h"
class ConfirmationDialog;
class MultiplayerSynchronizer;
class Tree;
class ReplicationEditor : public VBoxContainer {
GDCLASS(ReplicationEditor, VBoxContainer);
private:
MultiplayerSynchronizer *current = nullptr;
AcceptDialog *error_dialog = nullptr;
ConfirmationDialog *delete_dialog = nullptr;
Button *add_button = nullptr;
LineEdit *np_line_edit = nullptr;
Ref<SceneReplicationConfig> config;
NodePath deleting;
Tree *tree;
bool keying = false;
Ref<Texture2D> _get_class_icon(const Node *p_node);
void _add_pressed();
void _tree_item_edited();
void _tree_button_pressed(Object *p_item, int p_column, int p_id);
void _update_checked(const NodePath &p_prop, int p_column, bool p_checked);
void _update_config();
void _dialog_closed(bool p_confirmed);
void _add_property(const NodePath &p_property, bool p_spawn = true, bool p_sync = true);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void update_keying();
void edit(MultiplayerSynchronizer *p_object);
bool has_keying() const { return keying; }
MultiplayerSynchronizer *get_current() const { return current; }
void property_keyed(const String &p_property);
ReplicationEditor();
~ReplicationEditor() {}
};
class ReplicationEditorPlugin : public EditorPlugin {
GDCLASS(ReplicationEditorPlugin, EditorPlugin);
private:
ReplicationEditor *repl_editor;
void _node_removed(Node *p_node);
void _keying_changed();
void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
protected:
void _notification(int p_what);
public:
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
ReplicationEditorPlugin();
~ReplicationEditorPlugin();
};
#endif // REPLICATION_EDITOR_PLUGIN_H