pandemonium_engine/editor/progress_dialog.h

113 lines
4.0 KiB
C++

#ifndef PROGRESS_DIALOG_H
#define PROGRESS_DIALOG_H
/*************************************************************************/
/* progress_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/box_container.h"
#include "scene/gui/popup.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/progress_bar.h"
#include "core/object.h"
#include "core/map.h"
#include "core/os/thread_safe.h"
#include "core/ustring.h"
class Button;
class Label;
class ProgressBar;
class BackgroundProgress : public HBoxContainer {
GDCLASS(BackgroundProgress, HBoxContainer);
_THREAD_SAFE_CLASS_
struct Task {
HBoxContainer *hb;
ProgressBar *progress;
};
Map<String, Task> tasks;
Map<String, int> updates;
void _update();
protected:
void _add_task(const String &p_task, const String &p_label, int p_steps);
void _task_step(const String &p_task, int p_step = -1);
void _end_task(const String &p_task);
static void _bind_methods();
public:
void add_task(const String &p_task, const String &p_label, int p_steps);
void task_step(const String &p_task, int p_step = -1);
void end_task(const String &p_task);
BackgroundProgress() {}
};
class ProgressDialog : public Popup {
GDCLASS(ProgressDialog, Popup);
struct Task {
String task;
VBoxContainer *vb;
ProgressBar *progress;
Label *state;
uint64_t last_progress_tick;
};
HBoxContainer *cancel_hb;
Button *cancel;
Map<String, Task> tasks;
VBoxContainer *main;
static ProgressDialog *singleton;
void _popup();
void _cancel_pressed();
bool cancelled;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
static ProgressDialog *get_singleton() { return singleton; }
void add_task(const String &p_task, const String &p_label, int p_steps, bool p_can_cancel = false);
bool task_step(const String &p_task, const String &p_state, int p_step = -1, bool p_force_redraw = true);
void end_task(const String &p_task);
ProgressDialog();
};
#endif // PROGRESS_DIALOG_H