/*************************************************************************/ /* node_dock.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "node_dock.h" #include "core/math/vector2.h" #include "core/object/class_db.h" #include "core/os/memory.h" #include "core/string/ustring.h" #include "editor/connections_dialog.h" #include "editor/groups_editor.h" #include "editor_node.h" #include "editor_scale.h" #include "scene/gui/label.h" #include "scene/gui/tool_button.h" #include "scene/main/control.h" #include "scene/main/node.h" void NodeDock::show_groups() { groups_button->set_pressed(true); connections_button->set_pressed(false); groups->show(); connections->hide(); } void NodeDock::show_connections() { groups_button->set_pressed(false); connections_button->set_pressed(true); groups->hide(); connections->show(); } void NodeDock::_bind_methods() { ClassDB::bind_method(D_METHOD("show_groups"), &NodeDock::show_groups); ClassDB::bind_method(D_METHOD("show_connections"), &NodeDock::show_connections); } void NodeDock::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) { connections_button->set_icon(get_theme_icon("Signals", "EditorIcons")); groups_button->set_icon(get_theme_icon("Groups", "EditorIcons")); } } NodeDock *NodeDock::singleton = nullptr; void NodeDock::update_lists() { connections->update_tree(); } void NodeDock::set_node(Node *p_node) { connections->set_node(p_node); groups->set_current(p_node); if (p_node) { if (connections_button->is_pressed()) { connections->show(); } else { groups->show(); } mode_hb->show(); select_a_node->hide(); } else { connections->hide(); groups->hide(); mode_hb->hide(); select_a_node->show(); } } NodeDock::NodeDock() { singleton = this; set_name("Node"); mode_hb = memnew(HBoxContainer); add_child(mode_hb); mode_hb->hide(); connections_button = memnew(ToolButton); connections_button->set_text(TTR("Signals")); connections_button->set_toggle_mode(true); connections_button->set_pressed(true); connections_button->set_h_size_flags(SIZE_EXPAND_FILL); connections_button->set_clip_text(true); mode_hb->add_child(connections_button); connections_button->connect("pressed", this, "show_connections"); groups_button = memnew(ToolButton); groups_button->set_text(TTR("Groups")); groups_button->set_toggle_mode(true); groups_button->set_pressed(false); groups_button->set_h_size_flags(SIZE_EXPAND_FILL); groups_button->set_clip_text(true); mode_hb->add_child(groups_button); groups_button->connect("pressed", this, "show_groups"); connections = memnew(ConnectionsDock(EditorNode::get_singleton())); connections->set_undoredo(EditorNode::get_undo_redo()); add_child(connections); connections->set_v_size_flags(SIZE_EXPAND_FILL); connections->hide(); groups = memnew(GroupsEditor); groups->set_undo_redo(EditorNode::get_undo_redo()); add_child(groups); groups->set_v_size_flags(SIZE_EXPAND_FILL); groups->hide(); select_a_node = memnew(Label); select_a_node->set_text(TTR("Select a single node to edit its signals and groups.")); select_a_node->set_custom_minimum_size(Size2(100 * EDSCALE, 0)); select_a_node->set_v_size_flags(SIZE_EXPAND_FILL); select_a_node->set_valign(Label::VALIGN_CENTER); select_a_node->set_align(Label::ALIGN_CENTER); select_a_node->set_autowrap(true); add_child(select_a_node); }