virtualx-engine/scene/gui/dialogs.h
luz.paz 751806b5c7 Fix typos with codespell
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```

(cherry picked from commit 612ab4bbc6)
2018-02-22 12:17:06 +01:00

165 lines
4.9 KiB
C++

/*************************************************************************/
/* dialogs.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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. */
/*************************************************************************/
#ifndef DIALOGS_H
#define DIALOGS_H
#include "box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/panel.h"
#include "scene/gui/popup.h"
#include "scene/gui/texture_button.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class WindowDialog : public Popup {
GDCLASS(WindowDialog, Popup);
enum DRAG_TYPE {
DRAG_NONE = 0,
DRAG_MOVE = 1,
DRAG_RESIZE_TOP = 1 << 1,
DRAG_RESIZE_RIGHT = 1 << 2,
DRAG_RESIZE_BOTTOM = 1 << 3,
DRAG_RESIZE_LEFT = 1 << 4
};
TextureButton *close_button;
String title;
int drag_type;
Point2 drag_offset;
Point2 drag_offset_far;
bool resizable;
void _gui_input(const Ref<InputEvent> &p_event);
void _closed();
int _drag_hit_test(const Point2 &pos) const;
protected:
virtual void _post_popup();
virtual void _fix_size();
virtual void _close_pressed() {}
virtual bool has_point(const Point2 &p_point) const;
void _notification(int p_what);
static void _bind_methods();
public:
TextureButton *get_close_button();
void set_title(const String &p_title);
String get_title() const;
void set_resizable(bool p_resizable);
bool get_resizable() const;
Size2 get_minimum_size() const;
WindowDialog();
~WindowDialog();
};
class PopupDialog : public Popup {
GDCLASS(PopupDialog, Popup);
protected:
void _notification(int p_what);
public:
PopupDialog();
~PopupDialog();
};
class LineEdit;
class AcceptDialog : public WindowDialog {
GDCLASS(AcceptDialog, WindowDialog);
HBoxContainer *hbc;
Label *label;
Button *ok;
//Button *cancel; no more cancel (there is X on that titlebar)
bool hide_on_ok;
void _custom_action(const String &p_action);
void _ok_pressed();
void _close_pressed();
void _builtin_text_entered(const String &p_text);
void _update_child_rects();
static bool swap_ok_cancel;
protected:
virtual void _post_popup();
void _notification(int p_what);
static void _bind_methods();
virtual void ok_pressed() {}
virtual void cancel_pressed() {}
virtual void custom_action(const String &) {}
public:
Size2 get_minimum_size() const;
Label *get_label() { return label; }
static void set_swap_ok_cancel(bool p_swap);
void register_text_enter(Node *p_line_edit);
Button *get_ok() { return ok; }
Button *add_button(const String &p_text, bool p_right = false, const String &p_action = "");
Button *add_cancel(const String &p_cancel = "");
void set_hide_on_ok(bool p_hide);
bool get_hide_on_ok() const;
void set_text(String p_text);
String get_text() const;
AcceptDialog();
~AcceptDialog();
};
class ConfirmationDialog : public AcceptDialog {
GDCLASS(ConfirmationDialog, AcceptDialog);
Button *cancel;
protected:
static void _bind_methods();
public:
Button *get_cancel();
ConfirmationDialog();
};
#endif