godot/editor/connections_dialog.h
Rémi Verschelde 09a6a2d8f8 Signals: Port more uses of connect_compat
Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.

To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00

211 lines
6.2 KiB
C++

/*************************************************************************/
/* connections_dialog.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. */
/*************************************************************************/
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#ifndef CONNECTIONS_DIALOG_H
#define CONNECTIONS_DIALOG_H
#include "core/undo_redo.h"
#include "editor/editor_inspector.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"
class PopupMenu;
class ConnectDialogBinds;
class ConnectDialog : public ConfirmationDialog {
GDCLASS(ConnectDialog, ConfirmationDialog);
public:
struct ConnectionData {
Node *source = nullptr;
Node *target = nullptr;
StringName signal;
StringName method;
uint32_t flags = 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());
method = p_connection.callable.get_method();
flags = p_connection.flags;
binds = p_connection.binds;
}
operator Connection() {
Connection c;
c.signal = ::Signal(source, signal);
c.callable = Callable(target, method);
c.flags = flags;
c.binds = binds;
return c;
}
};
private:
Label *connect_to_label;
LineEdit *from_signal;
Node *source;
StringName signal;
LineEdit *dst_method;
ConnectDialogBinds *cdbinds;
bool bEditMode;
NodePath dst_path;
VBoxContainer *vbc_right;
SceneTreeEditor *tree;
AcceptDialog *error;
EditorInspector *bind_editor;
OptionButton *type_list;
CheckBox *deferred;
CheckBox *oneshot;
CheckButton *advanced;
Label *error_label;
void ok_pressed();
void _cancel_pressed();
void _item_activated();
void _text_entered(const String &_text);
void _tree_node_selected();
void _add_bind();
void _remove_bind();
void _advanced_pressed();
void _update_ok_enabled();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
Node *get_source() const;
StringName get_signal_name() 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);
Vector<Variant> get_binds() const;
bool get_deferred() const;
bool get_oneshot() const;
bool is_editing() const;
void init(ConnectionData c, bool bEdit = 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
};
enum SlotMenuOption {
EDIT,
GO_TO_SCRIPT,
DISCONNECT
};
Node *selectedNode;
ConnectionsDockTree *tree;
EditorNode *editor;
ConfirmationDialog *disconnect_all_dialog;
ConnectDialog *connect_dialog;
Button *connect_button;
PopupMenu *signal_menu;
PopupMenu *slot_menu;
UndoRedo *undo_redo;
Map<StringName, Map<StringName, String> > descr_cache;
void _make_or_edit_connection();
void _connect(ConnectDialog::ConnectionData cToMake);
void _disconnect(TreeItem &item);
void _disconnect_all();
void _tree_item_selected();
void _tree_item_activated();
bool _is_item_signal(TreeItem &item);
void _open_connection_dialog(TreeItem &item);
void _open_connection_dialog(ConnectDialog::ConnectionData cToEdit);
void _go_to_script(TreeItem &item);
void _handle_signal_menu_option(int option);
void _handle_slot_menu_option(int option);
void _rmb_pressed(Vector2 position);
void _close();
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);
void update_tree();
ConnectionsDock(EditorNode *p_editor = NULL);
~ConnectionsDock();
};
#endif