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/*************************************************************************/
/* connections_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 CONNECTIONS_DIALOG_H
#define CONNECTIONS_DIALOG_H
#include "editor/property_editor.h"
#include "editor/scene_tree_editor.h"
#include "scene/gui/button.h"
#include "scene/gui/check_button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/popup.h"
#include "scene/gui/tree.h"
#include "undo_redo.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ConnectDialogBinds;
class ConnectDialog : public ConfirmationDialog {
GDCLASS(ConnectDialog, ConfirmationDialog);
ConfirmationDialog *error;
LineEdit *dst_path;
LineEdit *dst_method;
SceneTreeEditor *tree;
OptionButton *type_list;
CheckButton *deferred;
CheckButton *oneshot;
CheckButton *make_callback;
PropertyEditor *bind_editor;
Node *node;
ConnectDialogBinds *cdbinds;
void ok_pressed();
void _cancel_pressed();
void _tree_node_selected();
void _add_bind();
void _remove_bind();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
bool get_make_callback() { return make_callback->is_visible() && make_callback->is_pressed(); }
NodePath get_dst_path() const;
StringName get_dst_method() const;
bool get_deferred() const;
bool get_oneshot() const;
Vector<Variant> get_binds() const;
void set_dst_method(const StringName &p_method);
void set_dst_node(Node *p_node);
void edit(Node *p_node);
ConnectDialog();
~ConnectDialog();
};
class ConnectionsDock : public VBoxContainer {
GDCLASS(ConnectionsDock, VBoxContainer);
Button *connect_button;
EditorNode *editor;
Node *node;
Tree *tree;
ConfirmationDialog *remove_confirm;
ConnectDialog *connect_dialog;
void _close();
void _connect();
void _something_selected();
void _something_activated();
UndoRedo *undo_redo;
protected:
void _connect_pressed();
void _notification(int p_what);
static void _bind_methods();
public:
void set_undoredo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
void set_node(Node *p_node);
String get_selected_type();
void update_tree();
ConnectionsDock(EditorNode *p_editor = NULL);
~ConnectionsDock();
};
#endif
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