godot/scene/gui/dialogs.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

112 lines
3.9 KiB
C++

/*************************************************************************/
/* dialogs.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 DIALOGS_H
#define DIALOGS_H
#include "box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/panel.h"
#include "scene/gui/popup.h"
#include "scene/gui/texture_button.h"
#include "scene/main/window.h"
class LineEdit;
class AcceptDialog : public Window {
GDCLASS(AcceptDialog, Window);
Window *parent_visible;
Panel *bg;
HBoxContainer *hbc;
Label *label;
Button *ok;
bool hide_on_ok;
void _custom_action(const String &p_action);
void _update_child_rects();
static bool swap_cancel_ok;
void _input_from_window(const Ref<InputEvent> &p_event);
void _parent_focused();
protected:
virtual Size2 _get_contents_minimum_size() const override;
void _notification(int p_what);
static void _bind_methods();
virtual void ok_pressed() {}
virtual void cancel_pressed() {}
virtual void custom_action(const String &) {}
// Not private since used by derived classes signal.
void _text_entered(const String &p_text);
void _ok_pressed();
void _cancel_pressed();
public:
Label *get_label() { return label; }
static void set_swap_cancel_ok(bool p_swap);
void register_text_enter(Node *p_line_edit);
Button *get_ok_button() { return ok; }
Button *add_button(const String &p_text, bool p_right = false, const String &p_action = "");
Button *add_cancel_button(const String &p_cancel = "");
void set_hide_on_ok(bool p_hide);
bool get_hide_on_ok() const;
void set_text(String p_text);
String get_text() const;
void set_autowrap(bool p_autowrap);
bool has_autowrap();
AcceptDialog();
~AcceptDialog();
};
class ConfirmationDialog : public AcceptDialog {
GDCLASS(ConfirmationDialog, AcceptDialog);
Button *cancel;
protected:
static void _bind_methods();
public:
Button *get_cancel_button();
ConfirmationDialog();
};
#endif