c273ddc3ee
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
103 lines
3.9 KiB
C++
103 lines
3.9 KiB
C++
/*************************************************************************/
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/* progress_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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#ifndef PROGRESS_DIALOG_H
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#define PROGRESS_DIALOG_H
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/label.h"
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#include "scene/gui/popup.h"
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#include "scene/gui/progress_bar.h"
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class BackgroundProgress : public HBoxContainer {
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GDCLASS(BackgroundProgress, HBoxContainer);
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_THREAD_SAFE_CLASS_
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struct Task {
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HBoxContainer *hb = nullptr;
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ProgressBar *progress = nullptr;
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};
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Map<String, Task> tasks;
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Map<String, int> updates;
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void _update();
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protected:
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void _add_task(const String &p_task, const String &p_label, int p_steps);
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void _task_step(const String &p_task, int p_step = -1);
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void _end_task(const String &p_task);
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static void _bind_methods();
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public:
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void add_task(const String &p_task, const String &p_label, int p_steps);
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void task_step(const String &p_task, int p_step = -1);
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void end_task(const String &p_task);
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BackgroundProgress() {}
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};
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class ProgressDialog : public PopupPanel {
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GDCLASS(ProgressDialog, PopupPanel);
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struct Task {
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String task;
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VBoxContainer *vb = nullptr;
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ProgressBar *progress = nullptr;
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Label *state = nullptr;
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};
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HBoxContainer *cancel_hb = nullptr;
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Button *cancel = nullptr;
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Map<String, Task> tasks;
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VBoxContainer *main = nullptr;
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uint64_t last_progress_tick;
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static ProgressDialog *singleton;
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void _popup();
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void _cancel_pressed();
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bool cancelled = false;
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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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public:
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static ProgressDialog *get_singleton() { return singleton; }
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void add_task(const String &p_task, const String &p_label, int p_steps, bool p_can_cancel = false);
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bool task_step(const String &p_task, const String &p_state, int p_step = -1, bool p_force_redraw = true);
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void end_task(const String &p_task);
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ProgressDialog();
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};
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#endif // PROGRESS_DIALOG_H
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