godot/editor/editor_autoload_settings.h
Hugo Locurcio 725ff19636 Improve the AutoLoad editor UX
- Convert the default AutoLoad name to PascalCase when selecting a file.
- Disable the "Add" button if the path is empty or the name is invalid.
- Prefix the automatically-chosen name with "Global" if it would
  conflict with a built-in class.
- Replace the FileList icon with the Load icon as it better represents
  the action.

(cherry picked from commit 352be7dbcc)
2020-02-14 15:52:50 +01:00

113 lines
4.1 KiB
C++

/*************************************************************************/
/* editor_autoload_settings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 EDITOR_AUTOLOAD_SETTINGS_H
#define EDITOR_AUTOLOAD_SETTINGS_H
#include "scene/gui/tree.h"
#include "editor_file_dialog.h"
class EditorAutoloadSettings : public VBoxContainer {
GDCLASS(EditorAutoloadSettings, VBoxContainer);
enum {
BUTTON_OPEN,
BUTTON_MOVE_UP,
BUTTON_MOVE_DOWN,
BUTTON_DELETE
};
String autoload_changed;
struct AutoLoadInfo {
String name;
String path;
bool is_singleton;
bool in_editor;
int order;
Node *node;
bool operator==(const AutoLoadInfo &p_info) const {
return order == p_info.order;
}
AutoLoadInfo() {
is_singleton = false;
in_editor = false;
node = NULL;
}
};
List<AutoLoadInfo> autoload_cache;
bool updating_autoload;
int number_of_autoloads;
String selected_autoload;
Tree *tree;
EditorLineEditFileChooser *autoload_add_path;
LineEdit *autoload_add_name;
Button *add_autoload;
bool _autoload_name_is_valid(const String &p_name, String *r_error = NULL);
void _autoload_add();
void _autoload_selected();
void _autoload_edited();
void _autoload_button_pressed(Object *p_item, int p_column, int p_button);
void _autoload_activated();
void _autoload_path_text_changed(const String p_path);
void _autoload_text_entered(const String p_name);
void _autoload_text_changed(const String p_name);
void _autoload_open(const String &fpath);
void _autoload_file_callback(const String &p_path);
Node *_create_autoload(const String &p_path);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_control);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_control) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_control);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void update_autoload();
bool autoload_add(const String &p_name, const String &p_path);
void autoload_remove(const String &p_name);
EditorAutoloadSettings();
~EditorAutoloadSettings();
};
#endif