25b2f1780a
This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
109 lines
4.4 KiB
C++
109 lines
4.4 KiB
C++
/**************************************************************************/
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/* replication_editor.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef REPLICATION_EDITOR_H
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#define REPLICATION_EDITOR_H
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#include "../scene_replication_config.h"
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#include "editor/editor_plugin.h"
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#include "scene/gui/box_container.h"
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class ConfirmationDialog;
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class MultiplayerSynchronizer;
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class AcceptDialog;
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class LineEdit;
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class Tree;
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class TreeItem;
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class PropertySelector;
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class SceneTreeDialog;
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class ReplicationEditor : public VBoxContainer {
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GDCLASS(ReplicationEditor, VBoxContainer);
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private:
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MultiplayerSynchronizer *current = nullptr;
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AcceptDialog *error_dialog = nullptr;
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ConfirmationDialog *delete_dialog = nullptr;
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Button *add_pick_button = nullptr;
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Button *add_from_path_button = nullptr;
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LineEdit *np_line_edit = nullptr;
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Label *drop_label = nullptr;
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Ref<SceneReplicationConfig> config;
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NodePath deleting;
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Tree *tree = nullptr;
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PropertySelector *prop_selector = nullptr;
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SceneTreeDialog *pick_node = nullptr;
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NodePath adding_node_path;
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Button *pin = nullptr;
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Ref<Texture2D> _get_class_icon(const Node *p_node);
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void _add_pressed();
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void _tree_item_edited();
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void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _update_checked(const NodePath &p_prop, int p_column, bool p_checked);
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void _update_config();
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void _dialog_closed(bool p_confirmed);
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void _add_property(const NodePath &p_property, bool p_spawn = true, bool p_sync = true, bool p_watch = false);
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void _pick_node_filter_text_changed(const String &p_newtext);
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void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
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void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
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void _pick_node_selected(NodePath p_path);
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void _pick_new_property();
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void _pick_node_property_selected(String p_name);
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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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void _add_sync_property(String p_path);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void edit(MultiplayerSynchronizer *p_object);
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MultiplayerSynchronizer *get_current() const { return current; }
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Button *get_pin() { return pin; }
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ReplicationEditor();
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~ReplicationEditor() {}
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};
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#endif // REPLICATION_EDITOR_H
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