/**************************************************************************/ /* connections_dialog.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 CONNECTIONS_DIALOG_H #define CONNECTIONS_DIALOG_H #include "editor/editor_inspector.h" #include "editor/scene_tree_editor.h" #include "scene/gui/button.h" #include "scene/gui/check_box.h" #include "scene/gui/check_button.h" #include "scene/gui/dialogs.h" #include "scene/gui/label.h" #include "scene/gui/line_edit.h" #include "scene/gui/menu_button.h" #include "scene/gui/option_button.h" #include "scene/gui/popup.h" #include "scene/gui/popup_menu.h" #include "scene/gui/spin_box.h" #include "scene/gui/tree.h" class ConnectDialogBinds; class ConnectDialog : public ConfirmationDialog { GDCLASS(ConnectDialog, ConfirmationDialog); public: struct ConnectionData { Node *source = nullptr; Node *target = nullptr; StringName signal; StringName method; uint32_t flags = 0; int unbinds = 0; Vector binds; ConnectionData() {} ConnectionData(const Connection &p_connection) { source = Object::cast_to(p_connection.signal.get_object()); signal = p_connection.signal.get_name(); target = Object::cast_to(p_connection.callable.get_object()); flags = p_connection.flags; Callable base_callable; if (p_connection.callable.is_custom()) { CallableCustomBind *ccb = dynamic_cast(p_connection.callable.get_custom()); if (ccb) { binds = ccb->get_binds(); base_callable = ccb->get_callable(); } CallableCustomUnbind *ccu = dynamic_cast(p_connection.callable.get_custom()); if (ccu) { unbinds = ccu->get_unbinds(); base_callable = ccu->get_callable(); } } else { base_callable = p_connection.callable; } method = base_callable.get_method(); } Callable get_callable() { if (unbinds > 0) { return Callable(target, method).unbind(unbinds); } else if (!binds.is_empty()) { const Variant **argptrs = (const Variant **)alloca(sizeof(Variant *) * binds.size()); for (int i = 0; i < binds.size(); i++) { argptrs[i] = &binds[i]; } return Callable(target, method).bindp(argptrs, binds.size()); } else { return Callable(target, method); } } }; private: Label *connect_to_label = nullptr; LineEdit *from_signal = nullptr; Node *source = nullptr; StringName signal; LineEdit *dst_method = nullptr; ConnectDialogBinds *cdbinds = nullptr; bool edit_mode = false; bool first_popup = true; NodePath dst_path; VBoxContainer *vbc_right = nullptr; SceneTreeEditor *tree = nullptr; AcceptDialog *error = nullptr; SpinBox *unbind_count = nullptr; EditorInspector *bind_editor = nullptr; OptionButton *type_list = nullptr; CheckBox *deferred = nullptr; CheckBox *one_shot = nullptr; CheckButton *advanced = nullptr; Vector bind_controls; Label *error_label = nullptr; void ok_pressed() override; void _cancel_pressed(); void _item_activated(); void _text_submitted(const String &p_text); void _tree_node_selected(); void _unbind_count_changed(double p_count); void _add_bind(); void _remove_bind(); void _advanced_pressed(); void _update_ok_enabled(); protected: void _notification(int p_what); static void _bind_methods(); public: static StringName generate_method_callback_name(Node *p_source, String p_signal_name, Node *p_target); Node *get_source() const; StringName get_signal_name() const; NodePath get_dst_path() const; void set_dst_node(Node *p_node); StringName get_dst_method_name() const; void set_dst_method(const StringName &p_method); int get_unbinds() const; Vector get_binds() const; bool get_deferred() const; bool get_one_shot() const; bool is_editing() const; void init(ConnectionData p_cd, bool p_edit = false); void popup_dialog(const String &p_for_signal); ConnectDialog(); ~ConnectDialog(); }; ////////////////////////////////////////// // Custom Tree needed to use a RichTextLabel as tooltip control // when display signal documentation. class ConnectionsDockTree : public Tree { virtual Control *make_custom_tooltip(const String &p_text) const; }; class ConnectionsDock : public VBoxContainer { GDCLASS(ConnectionsDock, VBoxContainer); //Right-click Pop-up Menu Options. enum SignalMenuOption { CONNECT, DISCONNECT_ALL, COPY_NAME, }; enum SlotMenuOption { EDIT, GO_TO_SCRIPT, DISCONNECT, }; Node *selected_node = nullptr; ConnectionsDockTree *tree = nullptr; ConfirmationDialog *disconnect_all_dialog = nullptr; ConnectDialog *connect_dialog = nullptr; Button *connect_button = nullptr; PopupMenu *signal_menu = nullptr; PopupMenu *slot_menu = nullptr; LineEdit *search_box = nullptr; HashMap> descr_cache; void _filter_changed(const String &p_text); void _make_or_edit_connection(); void _connect(ConnectDialog::ConnectionData p_cd); void _disconnect(TreeItem &p_item); void _disconnect_all(); void _tree_item_selected(); void _tree_item_activated(); bool _is_item_signal(TreeItem &p_item); bool _is_connection_inherited(Connection &p_connection); void _open_connection_dialog(TreeItem &p_item); void _open_connection_dialog(ConnectDialog::ConnectionData p_cd); void _go_to_script(TreeItem &p_item); void _handle_signal_menu_option(int p_option); void _signal_menu_about_to_popup(); void _handle_slot_menu_option(int p_option); void _slot_menu_about_to_popup(); void _rmb_pressed(Vector2 p_position, MouseButton p_button); void _close(); protected: void _connect_pressed(); void _notification(int p_what); static void _bind_methods(); public: void set_node(Node *p_node); void update_tree(); ConnectionsDock(); ~ConnectionsDock(); }; #endif // CONNECTIONS_DIALOG_H