d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
135 lines
4.3 KiB
C++
135 lines
4.3 KiB
C++
/*************************************************************************/
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/* connections_dialog.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 CONNECTIONS_DIALOG_H
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#define CONNECTIONS_DIALOG_H
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#include "scene/gui/popup.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/line_edit.h"
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#include "tools/editor/scene_tree_editor.h"
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#include "tools/editor/property_editor.h"
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#include "undo_redo.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ConnectDialogBinds;
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class ConnectDialog : public ConfirmationDialog {
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OBJ_TYPE( ConnectDialog, ConfirmationDialog );
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ConfirmationDialog *error;
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LineEdit *dst_path;
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LineEdit *dst_method;
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SceneTreeEditor *tree;
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//MenuButton *dst_method_list;
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OptionButton *type_list;
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CheckButton *deferred;
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CheckButton *oneshot;
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CheckButton *make_callback;
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PropertyEditor *bind_editor;
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Node *node;
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ConnectDialogBinds *cdbinds;
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void ok_pressed();
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void _cancel_pressed();
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void _tree_node_selected();
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void _dst_method_list_selected(int p_idx);
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void _add_bind();
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void _remove_bind();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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bool get_make_callback() { return !make_callback->is_hidden() && make_callback->is_pressed(); }
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NodePath get_dst_path() const;
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StringName get_dst_method() const;
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bool get_deferred() const;
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bool get_oneshot() const;
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Vector<Variant> get_binds() const;
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void set_dst_method(const StringName& p_method);
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void set_dst_node(Node* p_node);
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// Button *get_ok() { return ok; }
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// Button *get_cancel() { return cancel; }
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void edit(Node *p_node);
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ConnectDialog();
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~ConnectDialog();
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};
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class ConnectionsDock : public VBoxContainer {
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OBJ_TYPE( ConnectionsDock , VBoxContainer );
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Button *connect_button;
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EditorNode *editor;
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Node *node;
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Tree *tree;
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ConfirmationDialog *remove_confirm;
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ConnectDialog *connect_dialog;
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void update_tree();
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void _close();
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void _connect();
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void _something_selected();
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void _something_activated();
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UndoRedo *undo_redo;
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protected:
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void _connect_pressed();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_undoredo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }
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void set_node(Node* p_node);
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String get_selected_type();
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ConnectionsDock(EditorNode *p_editor=NULL);
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~ConnectionsDock();
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};
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#endif
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