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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
208 lines
6.2 KiB
C++
208 lines
6.2 KiB
C++
/*************************************************************************/
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/* connections_dialog.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#ifndef CONNECTIONS_DIALOG_H
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#define CONNECTIONS_DIALOG_H
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#include "core/undo_redo.h"
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#include "editor/editor_inspector.h"
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#include "editor/scene_tree_editor.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/tree.h"
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class PopupMenu;
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class ConnectDialogBinds;
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class ConnectDialog : public ConfirmationDialog {
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GDCLASS(ConnectDialog, ConfirmationDialog);
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public:
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struct ConnectionData {
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Node *source = nullptr;
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Node *target = nullptr;
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StringName signal;
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StringName method;
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uint32_t flags = 0;
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Vector<Variant> binds;
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ConnectionData() {
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}
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ConnectionData(const Connection &p_connection) {
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source = Object::cast_to<Node>(p_connection.signal.get_object());
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signal = p_connection.signal.get_name();
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target = Object::cast_to<Node>(p_connection.callable.get_object());
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method = p_connection.callable.get_method();
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flags = p_connection.flags;
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binds = p_connection.binds;
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}
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operator Connection() {
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Connection c;
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c.signal = ::Signal(source, signal);
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c.callable = Callable(target, method);
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c.flags = flags;
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c.binds = binds;
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return c;
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}
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};
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private:
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Label *connect_to_label;
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LineEdit *from_signal;
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Node *source;
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StringName signal;
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LineEdit *dst_method;
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ConnectDialogBinds *cdbinds;
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bool bEditMode;
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NodePath dst_path;
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VBoxContainer *vbc_right;
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SceneTreeEditor *tree;
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AcceptDialog *error;
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EditorInspector *bind_editor;
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OptionButton *type_list;
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CheckBox *deferred;
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CheckBox *oneshot;
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CheckButton *advanced;
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Label *error_label;
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void ok_pressed();
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void _cancel_pressed();
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void _item_activated();
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void _text_entered(const String &_text);
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void _tree_node_selected();
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void _add_bind();
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void _remove_bind();
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void _advanced_pressed();
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void _update_ok_enabled();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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Node *get_source() const;
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StringName get_signal_name() const;
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NodePath get_dst_path() const;
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void set_dst_node(Node *p_node);
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StringName get_dst_method_name() const;
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void set_dst_method(const StringName &p_method);
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Vector<Variant> get_binds() const;
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bool get_deferred() const;
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bool get_oneshot() const;
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bool is_editing() const;
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void init(ConnectionData c, bool bEdit = false);
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void popup_dialog(const String &p_for_signal);
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ConnectDialog();
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~ConnectDialog();
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};
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//////////////////////////////////////////
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// Custom Tree needed to use a RichTextLabel as tooltip control
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// when display signal documentation.
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class ConnectionsDockTree : public Tree {
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virtual Control *make_custom_tooltip(const String &p_text) const;
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};
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class ConnectionsDock : public VBoxContainer {
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GDCLASS(ConnectionsDock, VBoxContainer);
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//Right-click Pop-up Menu Options.
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enum SignalMenuOption {
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CONNECT,
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DISCONNECT_ALL
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};
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enum SlotMenuOption {
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EDIT,
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GO_TO_SCRIPT,
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DISCONNECT
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};
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Node *selectedNode;
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ConnectionsDockTree *tree;
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EditorNode *editor;
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ConfirmationDialog *disconnect_all_dialog;
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ConnectDialog *connect_dialog;
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Button *connect_button;
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PopupMenu *signal_menu;
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PopupMenu *slot_menu;
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UndoRedo *undo_redo;
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Map<StringName, Map<StringName, String>> descr_cache;
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void _make_or_edit_connection();
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void _connect(ConnectDialog::ConnectionData cToMake);
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void _disconnect(TreeItem &item);
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void _disconnect_all();
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void _tree_item_selected();
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void _tree_item_activated();
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bool _is_item_signal(TreeItem &item);
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void _open_connection_dialog(TreeItem &item);
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void _open_connection_dialog(ConnectDialog::ConnectionData cToEdit);
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void _go_to_script(TreeItem &item);
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void _handle_signal_menu_option(int option);
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void _handle_slot_menu_option(int option);
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void _rmb_pressed(Vector2 position);
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void _close();
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protected:
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void _connect_pressed();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_undoredo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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void set_node(Node *p_node);
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void update_tree();
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ConnectionsDock(EditorNode *p_editor = nullptr);
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~ConnectionsDock();
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};
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#endif
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