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Those were problematic as they call a method of their parent class, but callable_mp does not allow that unless it's public. To solve it, we declare a local class that calls the parent class' method, which now needs to be protected to be accessible in the derived class.
73 lines
3.0 KiB
C++
73 lines
3.0 KiB
C++
/*************************************************************************/
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/* editor_dir_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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#ifndef EDITOR_DIR_DIALOG_H
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#define EDITOR_DIR_DIALOG_H
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#include "core/os/dir_access.h"
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#include "editor/editor_file_system.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tree.h"
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class EditorDirDialog : public ConfirmationDialog {
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GDCLASS(EditorDirDialog, ConfirmationDialog);
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ConfirmationDialog *makedialog;
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LineEdit *makedirname;
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AcceptDialog *mkdirerr;
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Button *makedir;
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Set<String> opened_paths;
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Tree *tree;
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bool updating;
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void _item_collapsed(Object *p_item);
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void _item_activated();
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void _update_dir(TreeItem *p_item, EditorFileSystemDirectory *p_dir, const String &p_select_path = String());
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void _make_dir();
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void _make_dir_confirm();
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void ok_pressed();
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bool must_reload;
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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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void reload(const String &p_path = "");
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EditorDirDialog();
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};
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#endif // EDITOR_DIR_DIALOG_H
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