godot/scene/gui/dialogs.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

117 lines
4.1 KiB
C++

/*************************************************************************/
/* dialogs.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 DIALOGS_H
#define DIALOGS_H
#include "box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/panel.h"
#include "scene/gui/popup.h"
#include "scene/gui/texture_button.h"
#include "scene/main/window.h"
class LineEdit;
class AcceptDialog : public Window {
GDCLASS(AcceptDialog, Window);
Window *parent_visible = nullptr;
Panel *bg = nullptr;
HBoxContainer *hbc = nullptr;
Label *label = nullptr;
Button *ok = nullptr;
bool hide_on_ok = true;
bool close_on_escape = true;
void _custom_action(const String &p_action);
void _update_child_rects();
static bool swap_cancel_ok;
void _input_from_window(const Ref<InputEvent> &p_event);
void _parent_focused();
protected:
virtual Size2 _get_contents_minimum_size() const override;
void _notification(int p_what);
static void _bind_methods();
virtual void ok_pressed() {}
virtual void cancel_pressed() {}
virtual void custom_action(const String &) {}
// Not private since used by derived classes signal.
void _text_submitted(const String &p_text);
void _ok_pressed();
void _cancel_pressed();
public:
Label *get_label() { return label; }
static void set_swap_cancel_ok(bool p_swap);
void register_text_enter(Control *p_line_edit);
Button *get_ok_button() { return ok; }
Button *add_button(const String &p_text, bool p_right = false, const String &p_action = "");
Button *add_cancel_button(const String &p_cancel = "");
void remove_button(Control *p_button);
void set_hide_on_ok(bool p_hide);
bool get_hide_on_ok() const;
void set_close_on_escape(bool p_enable);
bool get_close_on_escape() const;
void set_text(String p_text);
String get_text() const;
void set_autowrap(bool p_autowrap);
bool has_autowrap();
AcceptDialog();
~AcceptDialog();
};
class ConfirmationDialog : public AcceptDialog {
GDCLASS(ConfirmationDialog, AcceptDialog);
Button *cancel = nullptr;
protected:
static void _bind_methods();
public:
Button *get_cancel_button();
ConfirmationDialog();
};
#endif