#ifndef EDITOR_ABOUT_H #define EDITOR_ABOUT_H /*************************************************************************/ /* editor_about.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/list.h" #include "core/object/object.h" #include "core/string/ustring.h" class LinkButton; class RichTextLabel; class ScrollContainer; class TextureRect; class Tree; /** * NOTE: Do not assume the EditorNode singleton to be available in this class' methods. * EditorAbout is also used from the project manager where EditorNode isn't initialized. */ class EditorAbout : public AcceptDialog { GDCLASS(EditorAbout, AcceptDialog); private: void _license_tree_selected(); void _version_button_pressed(); ScrollContainer *_populate_list(const String &p_name, const List &p_sections, const char *const *const p_src[], const int p_flag_single_column = 0); LinkButton *version_btn; Tree *_tpl_tree; RichTextLabel *_license_text; RichTextLabel *_tpl_text; TextureRect *_logo; protected: void _notification(int p_what); static void _bind_methods(); public: TextureRect *get_logo() const; EditorAbout(); ~EditorAbout(); }; #endif