godot/editor/plugins/replication_editor_plugin.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

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 = nullptr;
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 = nullptr;
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