c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
83 lines
3 KiB
C++
83 lines
3 KiB
C++
/*************************************************************************/
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/* call_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 CALL_DIALOG_H
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#define CALL_DIALOG_H
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#include "scene/gui/popup.h"
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#include "scene/gui/button.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/label.h"
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#include "scene/gui/line_edit.h"
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#include "tools/editor/property_editor.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CallDialogParams;
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class CallDialog : public Popup {
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OBJ_TYPE( CallDialog, Popup );
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Label* method_label;
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Tree *tree;
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Button *call;
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Button *cancel;
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CallDialogParams *call_params;
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PropertyEditor *property_editor;
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Label *return_label;
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LineEdit *return_value;
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Object *object;
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StringName selected;
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Vector<MethodInfo> methods;
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void _item_selected();
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void _update_method_list();
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void _call();
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void _cancel();
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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 set_object(Object *p_object,StringName p_selected="");
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CallDialog();
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~CallDialog();
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};
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#endif
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