godot/editor/connections_dialog.h
Yuri Sizov 4154039832 Improve includes of EditorNode (and everything else)
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.
2023-04-07 18:59:49 +02:00

261 lines
8.5 KiB
C++

/**************************************************************************/
/* connections_dialog.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "scene/gui/check_button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
class Button;
class CheckBox;
class ConnectDialogBinds;
class EditorInspector;
class Label;
class LineEdit;
class OptionButton;
class PopupMenu;
class SceneTreeEditor;
class SpinBox;
class ConnectDialog : public ConfirmationDialog {
GDCLASS(ConnectDialog, ConfirmationDialog);
public:
struct ConnectionData {
Node *source = nullptr;
Node *target = nullptr;
StringName signal;
StringName method;
uint32_t flags = 0;
int unbinds = 0;
Vector<Variant> binds;
ConnectionData() {}
ConnectionData(const Connection &p_connection) {
source = Object::cast_to<Node>(p_connection.signal.get_object());
signal = p_connection.signal.get_name();
target = Object::cast_to<Node>(p_connection.callable.get_object());
flags = p_connection.flags;
Callable base_callable;
if (p_connection.callable.is_custom()) {
CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(p_connection.callable.get_custom());
if (ccb) {
binds = ccb->get_binds();
base_callable = ccb->get_callable();
}
CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(p_connection.callable.get_custom());
if (ccu) {
unbinds = ccu->get_unbinds();
base_callable = ccu->get_callable();
}
} else {
base_callable = p_connection.callable;
}
method = base_callable.get_method();
}
Callable get_callable() const {
if (unbinds > 0) {
return Callable(target, method).unbind(unbinds);
} else if (!binds.is_empty()) {
const Variant **argptrs = (const Variant **)alloca(sizeof(Variant *) * binds.size());
for (int i = 0; i < binds.size(); i++) {
argptrs[i] = &binds[i];
}
return Callable(target, method).bindp(argptrs, binds.size());
} else {
return Callable(target, method);
}
}
};
private:
Label *connect_to_label = nullptr;
LineEdit *from_signal = nullptr;
LineEdit *filter_nodes = nullptr;
Node *source = nullptr;
ConnectionData source_connection_data;
StringName signal;
PackedStringArray signal_args;
LineEdit *dst_method = nullptr;
ConnectDialogBinds *cdbinds = nullptr;
bool edit_mode = false;
bool first_popup = true;
NodePath dst_path;
VBoxContainer *vbc_right = nullptr;
SceneTreeEditor *tree = nullptr;
AcceptDialog *error = nullptr;
Button *open_method_tree = nullptr;
AcceptDialog *method_popup = nullptr;
Tree *method_tree = nullptr;
Label *empty_tree_label = nullptr;
LineEdit *method_search = nullptr;
CheckButton *script_methods_only = nullptr;
CheckButton *compatible_methods_only = nullptr;
SpinBox *unbind_count = nullptr;
EditorInspector *bind_editor = nullptr;
OptionButton *type_list = nullptr;
CheckBox *deferred = nullptr;
CheckBox *one_shot = nullptr;
CheckButton *advanced = nullptr;
Vector<Control *> bind_controls;
Label *error_label = nullptr;
void ok_pressed() override;
void _cancel_pressed();
void _item_activated();
void _text_submitted(const String &p_text);
void _tree_node_selected();
void _focus_currently_connected();
void _method_selected();
void _create_method_tree_items(const List<MethodInfo> &p_methods, TreeItem *p_parent_item);
List<MethodInfo> _filter_method_list(const List<MethodInfo> &p_methods, const MethodInfo &p_signal, const String &p_search_string) const;
void _update_method_tree();
void _method_check_button_pressed(const CheckButton *p_button);
void _open_method_popup();
void _unbind_count_changed(double p_count);
void _add_bind();
void _remove_bind();
void _advanced_pressed();
void _update_ok_enabled();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static StringName generate_method_callback_name(Node *p_source, String p_signal_name, Node *p_target);
Node *get_source() const;
ConnectionData get_source_connection_data() const;
StringName get_signal_name() const;
PackedStringArray get_signal_args() const;
NodePath get_dst_path() const;
void set_dst_node(Node *p_node);
StringName get_dst_method_name() const;
void set_dst_method(const StringName &p_method);
int get_unbinds() const;
Vector<Variant> get_binds() const;
String get_signature(const MethodInfo &p_method, PackedStringArray *r_arg_names = nullptr);
bool get_deferred() const;
bool get_one_shot() const;
bool is_editing() const;
void init(const ConnectionData &p_cd, const PackedStringArray &p_signal_args, bool p_edit = false);
void popup_dialog(const String p_for_signal);
ConnectDialog();
~ConnectDialog();
};
//////////////////////////////////////////
// Custom Tree needed to use a RichTextLabel as tooltip control
// when display signal documentation.
class ConnectionsDockTree : public Tree {
virtual Control *make_custom_tooltip(const String &p_text) const;
};
class ConnectionsDock : public VBoxContainer {
GDCLASS(ConnectionsDock, VBoxContainer);
//Right-click Pop-up Menu Options.
enum SignalMenuOption {
CONNECT,
DISCONNECT_ALL,
COPY_NAME,
};
enum SlotMenuOption {
EDIT,
GO_TO_SCRIPT,
DISCONNECT,
};
Node *selected_node = nullptr;
ConnectionsDockTree *tree = nullptr;
ConfirmationDialog *disconnect_all_dialog = nullptr;
ConnectDialog *connect_dialog = nullptr;
Button *connect_button = nullptr;
PopupMenu *signal_menu = nullptr;
PopupMenu *slot_menu = nullptr;
LineEdit *search_box = nullptr;
HashMap<StringName, HashMap<StringName, String>> descr_cache;
void _filter_changed(const String &p_text);
void _make_or_edit_connection();
void _connect(const ConnectDialog::ConnectionData &p_cd);
void _disconnect(const ConnectDialog::ConnectionData &p_cd);
void _disconnect_all();
void _tree_item_selected();
void _tree_item_activated();
bool _is_item_signal(TreeItem &p_item);
bool _is_connection_inherited(Connection &p_connection);
void _open_connection_dialog(TreeItem &p_item);
void _open_edit_connection_dialog(TreeItem &p_item);
void _go_to_script(TreeItem &p_item);
void _handle_signal_menu_option(int p_option);
void _signal_menu_about_to_popup();
void _handle_slot_menu_option(int p_option);
void _slot_menu_about_to_popup();
void _rmb_pressed(Vector2 p_position, MouseButton p_button);
void _close();
protected:
void _connect_pressed();
void _notification(int p_what);
static void _bind_methods();
public:
void set_node(Node *p_node);
void update_tree();
ConnectionsDock();
~ConnectionsDock();
};
#endif // CONNECTIONS_DIALOG_H