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https://github.com/Relintai/pandemonium_engine_minimal.git
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124 lines
4.5 KiB
C++
124 lines
4.5 KiB
C++
#ifndef CREATE_DIALOG_H
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#define CREATE_DIALOG_H
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/*************************************************************************/
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/* create_dialog.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/gui/dialogs.h"
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#include "core/containers/hash_map.h"
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#include "core/containers/list.h"
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#include "core/math/vector2.h"
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#include "core/object/object.h"
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#include "core/object/reference.h"
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#include "core/object/resource.h"
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#include "core/containers/rb_set.h"
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#include "core/string/string_name.h"
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#include "core/string/ustring.h"
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#include "core/variant/variant.h"
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#include "core/containers/vector.h"
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class Button;
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class Control;
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class EditorHelpBit;
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class InputEvent;
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class LineEdit;
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class Tree;
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class TreeItem;
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class CreateDialog : public ConfirmationDialog {
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GDCLASS(CreateDialog, ConfirmationDialog);
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Vector<String> favorite_list;
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Tree *favorites;
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Tree *recent;
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Button *favorite;
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LineEdit *search_box;
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Tree *search_options;
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HashMap<String, TreeItem *> search_options_types;
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HashMap<String, RES> search_loaded_scripts;
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bool is_replace_mode;
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String base_type;
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String preferred_search_result_type;
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EditorHelpBit *help_bit;
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List<StringName> type_list;
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RBSet<StringName> type_blacklist;
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void _item_selected();
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void _update_search();
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void _update_favorite_list();
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void _save_favorite_list();
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void _favorite_toggled();
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void _history_selected();
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void _favorite_selected();
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void _history_activated();
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void _favorite_activated();
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _confirmed();
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void _text_changed(const String &p_newtext);
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void add_type(const String &p_type, HashMap<String, TreeItem *> &p_types, TreeItem *p_root, TreeItem **to_select);
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void select_type(const String &p_type);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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bool _is_type_prefered(const String &type);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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void _save_and_update_favorite_list();
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public:
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Variant instance_selected();
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String get_selected_type();
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void set_base_type(const String &p_base);
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String get_base_type() const;
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void set_preferred_search_result_type(const String &p_preferred_type);
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String get_preferred_search_result_type();
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void popup_create(bool p_dont_clear, bool p_replace_mode = false, const String &p_select_type = "Node");
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CreateDialog();
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};
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#endif
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