#ifndef CREATE_DIALOG_H #define CREATE_DIALOG_H /*************************************************************************/ /* create_dialog.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "scene/gui/dialogs.h" #include "core/containers/hash_map.h" #include "core/containers/list.h" #include "core/math/vector2.h" #include "core/object/object.h" #include "core/object/reference.h" #include "core/object/resource.h" #include "core/containers/set.h" #include "core/string/string_name.h" #include "core/string/ustring.h" #include "core/variant/variant.h" #include "core/containers/vector.h" class Button; class Control; class EditorHelpBit; class InputEvent; class LineEdit; class Tree; class TreeItem; class CreateDialog : public ConfirmationDialog { GDCLASS(CreateDialog, ConfirmationDialog); Vector favorite_list; Tree *favorites; Tree *recent; Button *favorite; LineEdit *search_box; Tree *search_options; HashMap search_options_types; HashMap search_loaded_scripts; bool is_replace_mode; String base_type; String preferred_search_result_type; EditorHelpBit *help_bit; List type_list; Set type_blacklist; void _item_selected(); void _update_search(); void _update_favorite_list(); void _save_favorite_list(); void _favorite_toggled(); void _history_selected(); void _favorite_selected(); void _history_activated(); void _favorite_activated(); void _sbox_input(const Ref &p_ie); void _confirmed(); void _text_changed(const String &p_newtext); void add_type(const String &p_type, HashMap &p_types, TreeItem *p_root, TreeItem **to_select); void select_type(const String &p_type); Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); bool _is_type_prefered(const String &type); protected: void _notification(int p_what); static void _bind_methods(); void _save_and_update_favorite_list(); public: Variant instance_selected(); String get_selected_type(); void set_base_type(const String &p_base); String get_base_type() const; void set_preferred_search_result_type(const String &p_preferred_type); String get_preferred_search_result_type(); void popup_create(bool p_dont_clear, bool p_replace_mode = false, const String &p_select_type = "Node"); CreateDialog(); }; #endif