/*************************************************************************/ /* progress_dialog.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 PROGRESS_DIALOG_H #define PROGRESS_DIALOG_H #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/label.h" #include "scene/gui/popup.h" #include "scene/gui/progress_bar.h" class BackgroundProgress : public HBoxContainer { GDCLASS(BackgroundProgress, HBoxContainer); _THREAD_SAFE_CLASS_ struct Task { HBoxContainer *hb = nullptr; ProgressBar *progress = nullptr; }; Map<String, Task> tasks; Map<String, int> updates; void _update(); protected: void _add_task(const String &p_task, const String &p_label, int p_steps); void _task_step(const String &p_task, int p_step = -1); void _end_task(const String &p_task); static void _bind_methods(); public: void add_task(const String &p_task, const String &p_label, int p_steps); void task_step(const String &p_task, int p_step = -1); void end_task(const String &p_task); BackgroundProgress() {} }; class ProgressDialog : public PopupPanel { GDCLASS(ProgressDialog, PopupPanel); struct Task { String task; VBoxContainer *vb = nullptr; ProgressBar *progress = nullptr; Label *state = nullptr; }; HBoxContainer *cancel_hb; Button *cancel; Map<String, Task> tasks; VBoxContainer *main; uint64_t last_progress_tick; static ProgressDialog *singleton; void _popup(); void _cancel_pressed(); bool cancelled; protected: void _notification(int p_what); static void _bind_methods(); public: static ProgressDialog *get_singleton() { return singleton; } void add_task(const String &p_task, const String &p_label, int p_steps, bool p_can_cancel = false); bool task_step(const String &p_task, const String &p_state, int p_step = -1, bool p_force_redraw = true); void end_task(const String &p_task); ProgressDialog(); }; #endif // PROGRESS_DIALOG_H