/*************************************************************************/ /* connections_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. */ /*************************************************************************/ /** @author Juan Linietsky */ #ifndef CONNECTIONS_DIALOG_H #define CONNECTIONS_DIALOG_H #include "core/object/undo_redo.h" #include "editor/editor_inspector.h" #include "editor/scene_tree_editor.h" #include "scene/gui/button.h" #include "scene/gui/check_button.h" #include "scene/gui/dialogs.h" #include "scene/gui/line_edit.h" #include "scene/gui/menu_button.h" #include "scene/gui/popup.h" #include "scene/gui/tree.h" class PopupMenu; class ConnectDialogBinds; class ConnectDialog : public ConfirmationDialog { GDCLASS(ConnectDialog, ConfirmationDialog); public: struct ConnectionData { Node *source = nullptr; Node *target = nullptr; StringName signal; StringName method; uint32_t flags = 0; Vector binds; ConnectionData() { } ConnectionData(const Connection &p_connection) { source = Object::cast_to(p_connection.signal.get_object()); signal = p_connection.signal.get_name(); target = Object::cast_to(p_connection.callable.get_object()); method = p_connection.callable.get_method(); flags = p_connection.flags; binds = p_connection.binds; } operator Connection() { Connection c; c.signal = ::Signal(source, signal); c.callable = Callable(target, method); c.flags = flags; c.binds = binds; return c; } }; private: Label *connect_to_label; LineEdit *from_signal; Node *source; StringName signal; LineEdit *dst_method; ConnectDialogBinds *cdbinds; bool bEditMode; NodePath dst_path; VBoxContainer *vbc_right; SceneTreeEditor *tree; AcceptDialog *error; EditorInspector *bind_editor; OptionButton *type_list; CheckBox *deferred; CheckBox *oneshot; CheckButton *advanced; Label *error_label; void ok_pressed() override; void _cancel_pressed(); void _item_activated(); void _text_submitted(const String &_text); void _tree_node_selected(); void _add_bind(); void _remove_bind(); void _advanced_pressed(); void _update_ok_enabled(); protected: void _notification(int p_what); static void _bind_methods(); public: Node *get_source() const; StringName get_signal_name() const; NodePath get_dst_path() const; void set_dst_node(Node *p_node); StringName get_dst_method_name() const; void set_dst_method(const StringName &p_method); Vector get_binds() const; bool get_deferred() const; bool get_oneshot() const; bool is_editing() const; void init(ConnectionData c, bool bEdit = false); void popup_dialog(const String &p_for_signal); ConnectDialog(); ~ConnectDialog(); }; ////////////////////////////////////////// // Custom Tree needed to use a RichTextLabel as tooltip control // when display signal documentation. class ConnectionsDockTree : public Tree { virtual Control *make_custom_tooltip(const String &p_text) const; }; class ConnectionsDock : public VBoxContainer { GDCLASS(ConnectionsDock, VBoxContainer); //Right-click Pop-up Menu Options. enum SignalMenuOption { CONNECT, DISCONNECT_ALL }; enum SlotMenuOption { EDIT, GO_TO_SCRIPT, DISCONNECT }; Node *selectedNode; ConnectionsDockTree *tree; EditorNode *editor; ConfirmationDialog *disconnect_all_dialog; ConnectDialog *connect_dialog; Button *connect_button; PopupMenu *signal_menu; PopupMenu *slot_menu; UndoRedo *undo_redo; LineEdit *search_box; Map> descr_cache; void _filter_changed(const String &p_text); void _make_or_edit_connection(); void _connect(ConnectDialog::ConnectionData cToMake); void _disconnect(TreeItem &item); void _disconnect_all(); void _tree_item_selected(); void _tree_item_activated(); bool _is_item_signal(TreeItem &item); void _open_connection_dialog(TreeItem &item); void _open_connection_dialog(ConnectDialog::ConnectionData cToEdit); void _go_to_script(TreeItem &item); void _handle_signal_menu_option(int option); void _handle_slot_menu_option(int option); void _rmb_pressed(Vector2 position); void _close(); protected: void _connect_pressed(); void _notification(int p_what); static void _bind_methods(); public: void set_undoredo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void set_node(Node *p_node); void update_tree(); ConnectionsDock(EditorNode *p_editor = nullptr); ~ConnectionsDock(); }; #endif