/*************************************************************************/ /* connections_dialog.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 CONNECTIONS_DIALOG_H #define CONNECTIONS_DIALOG_H #include "editor/property_editor.h" #include "editor/scene_tree_editor.h" #include "scene/gui/button.h" #include "scene/gui/check_button.h" #include "scene/gui/dialogs.h" #include "scene/gui/line_edit.h" #include "scene/gui/menu_button.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" #include "undo_redo.h" /** @author Juan Linietsky */ class ConnectDialogBinds; class ConnectDialog : public ConfirmationDialog { GDCLASS(ConnectDialog, ConfirmationDialog); ConfirmationDialog *error; LineEdit *dst_path; LineEdit *dst_method; SceneTreeEditor *tree; OptionButton *type_list; CheckButton *deferred; CheckButton *oneshot; CheckButton *make_callback; PropertyEditor *bind_editor; Node *node; ConnectDialogBinds *cdbinds; void ok_pressed(); void _cancel_pressed(); void _tree_node_selected(); void _add_bind(); void _remove_bind(); protected: void _notification(int p_what); static void _bind_methods(); public: bool get_make_callback() { return make_callback->is_visible() && make_callback->is_pressed(); } NodePath get_dst_path() const; StringName get_dst_method() const; bool get_deferred() const; bool get_oneshot() const; Vector get_binds() const; void set_dst_method(const StringName &p_method); void set_dst_node(Node *p_node); void edit(Node *p_node); ConnectDialog(); ~ConnectDialog(); }; class ConnectionsDock : public VBoxContainer { GDCLASS(ConnectionsDock, VBoxContainer); Button *connect_button; EditorNode *editor; Node *node; Tree *tree; ConfirmationDialog *remove_confirm; ConnectDialog *connect_dialog; void _close(); void _connect(); void _something_selected(); void _something_activated(); UndoRedo *undo_redo; protected: void _connect_pressed(); void _notification(int p_what); static void _bind_methods(); public: void set_undoredo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void set_node(Node *p_node); String get_selected_type(); void update_tree(); ConnectionsDock(EditorNode *p_editor = NULL); ~ConnectionsDock(); }; #endif