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/*************************************************************************/
/*  editor_about.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 EDITOR_ABOUT_H
#define EDITOR_ABOUT_H

#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#include "scene/gui/link_button.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/scroll_container.h"
#include "scene/gui/separator.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"

#include "editor/editor_scale.h"

/**
 * NOTE: Do not assume the EditorNode singleton to be available in this class' methods.
 * EditorAbout is also used from the project manager where EditorNode isn't initialized.
 */
class EditorAbout : public AcceptDialog {
	GDCLASS(EditorAbout, AcceptDialog);

private:
	void _license_tree_selected();
	void _version_button_pressed();
	ScrollContainer *_populate_list(const String &p_name, const List<String> &p_sections, const char *const *const p_src[], const int p_flag_single_column = 0);

	LinkButton *version_btn = nullptr;
	Tree *_tpl_tree = nullptr;
	RichTextLabel *_license_text = nullptr;
	RichTextLabel *_tpl_text = nullptr;
	TextureRect *_logo = nullptr;

	void _theme_changed();

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	TextureRect *get_logo() const;

	EditorAbout();
	~EditorAbout();
};

#endif // EDITOR_ABOUT_H