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4154039832
Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
261 lines
8.5 KiB
C++
261 lines
8.5 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 CONNECTIONS_DIALOG_H
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#define CONNECTIONS_DIALOG_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/tree.h"
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class Button;
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class CheckBox;
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class ConnectDialogBinds;
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class EditorInspector;
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class Label;
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class LineEdit;
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class OptionButton;
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class PopupMenu;
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class SceneTreeEditor;
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class SpinBox;
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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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int unbinds = 0;
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Vector<Variant> binds;
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ConnectionData() {}
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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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flags = p_connection.flags;
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Callable base_callable;
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if (p_connection.callable.is_custom()) {
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CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(p_connection.callable.get_custom());
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if (ccb) {
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binds = ccb->get_binds();
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base_callable = ccb->get_callable();
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}
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CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(p_connection.callable.get_custom());
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if (ccu) {
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unbinds = ccu->get_unbinds();
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base_callable = ccu->get_callable();
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}
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} else {
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base_callable = p_connection.callable;
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}
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method = base_callable.get_method();
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}
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Callable get_callable() const {
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if (unbinds > 0) {
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return Callable(target, method).unbind(unbinds);
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} else if (!binds.is_empty()) {
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const Variant **argptrs = (const Variant **)alloca(sizeof(Variant *) * binds.size());
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for (int i = 0; i < binds.size(); i++) {
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argptrs[i] = &binds[i];
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}
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return Callable(target, method).bindp(argptrs, binds.size());
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} else {
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return Callable(target, method);
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}
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}
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};
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private:
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Label *connect_to_label = nullptr;
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LineEdit *from_signal = nullptr;
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LineEdit *filter_nodes = nullptr;
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Node *source = nullptr;
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ConnectionData source_connection_data;
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StringName signal;
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PackedStringArray signal_args;
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LineEdit *dst_method = nullptr;
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ConnectDialogBinds *cdbinds = nullptr;
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bool edit_mode = false;
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bool first_popup = true;
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NodePath dst_path;
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VBoxContainer *vbc_right = nullptr;
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SceneTreeEditor *tree = nullptr;
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AcceptDialog *error = nullptr;
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Button *open_method_tree = nullptr;
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AcceptDialog *method_popup = nullptr;
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Tree *method_tree = nullptr;
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Label *empty_tree_label = nullptr;
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LineEdit *method_search = nullptr;
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CheckButton *script_methods_only = nullptr;
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CheckButton *compatible_methods_only = nullptr;
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SpinBox *unbind_count = nullptr;
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EditorInspector *bind_editor = nullptr;
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OptionButton *type_list = nullptr;
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CheckBox *deferred = nullptr;
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CheckBox *one_shot = nullptr;
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CheckButton *advanced = nullptr;
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Vector<Control *> bind_controls;
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Label *error_label = nullptr;
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void ok_pressed() override;
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void _cancel_pressed();
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void _item_activated();
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void _text_submitted(const String &p_text);
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void _tree_node_selected();
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void _focus_currently_connected();
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void _method_selected();
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void _create_method_tree_items(const List<MethodInfo> &p_methods, TreeItem *p_parent_item);
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List<MethodInfo> _filter_method_list(const List<MethodInfo> &p_methods, const MethodInfo &p_signal, const String &p_search_string) const;
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void _update_method_tree();
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void _method_check_button_pressed(const CheckButton *p_button);
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void _open_method_popup();
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void _unbind_count_changed(double p_count);
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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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static StringName generate_method_callback_name(Node *p_source, String p_signal_name, Node *p_target);
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Node *get_source() const;
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ConnectionData get_source_connection_data() const;
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StringName get_signal_name() const;
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PackedStringArray get_signal_args() 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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int get_unbinds() const;
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Vector<Variant> get_binds() const;
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String get_signature(const MethodInfo &p_method, PackedStringArray *r_arg_names = nullptr);
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bool get_deferred() const;
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bool get_one_shot() const;
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bool is_editing() const;
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void init(const ConnectionData &p_cd, const PackedStringArray &p_signal_args, bool p_edit = 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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COPY_NAME,
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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 *selected_node = nullptr;
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ConnectionsDockTree *tree = nullptr;
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ConfirmationDialog *disconnect_all_dialog = nullptr;
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ConnectDialog *connect_dialog = nullptr;
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Button *connect_button = nullptr;
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PopupMenu *signal_menu = nullptr;
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PopupMenu *slot_menu = nullptr;
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LineEdit *search_box = nullptr;
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HashMap<StringName, HashMap<StringName, String>> descr_cache;
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void _filter_changed(const String &p_text);
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void _make_or_edit_connection();
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void _connect(const ConnectDialog::ConnectionData &p_cd);
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void _disconnect(const ConnectDialog::ConnectionData &p_cd);
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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 &p_item);
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bool _is_connection_inherited(Connection &p_connection);
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void _open_connection_dialog(TreeItem &p_item);
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void _open_edit_connection_dialog(TreeItem &p_item);
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void _go_to_script(TreeItem &p_item);
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void _handle_signal_menu_option(int p_option);
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void _signal_menu_about_to_popup();
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void _handle_slot_menu_option(int p_option);
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void _slot_menu_about_to_popup();
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void _rmb_pressed(Vector2 p_position, MouseButton p_button);
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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_node(Node *p_node);
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void update_tree();
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ConnectionsDock();
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~ConnectionsDock();
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};
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#endif // CONNECTIONS_DIALOG_H
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