pandemonium_engine/editor/create_dialog.h

124 lines
4.5 KiB
C++

#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<String> favorite_list;
Tree *favorites;
Tree *recent;
Button *favorite;
LineEdit *search_box;
Tree *search_options;
HashMap<String, TreeItem *> search_options_types;
HashMap<String, RES> search_loaded_scripts;
bool is_replace_mode;
String base_type;
String preferred_search_result_type;
EditorHelpBit *help_bit;
List<StringName> type_list;
Set<StringName> 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<InputEvent> &p_ie);
void _confirmed();
void _text_changed(const String &p_newtext);
void add_type(const String &p_type, HashMap<String, TreeItem *> &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