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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
115 lines
4.3 KiB
C++
115 lines
4.3 KiB
C++
/*************************************************************************/
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/* create_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 CREATE_DIALOG_H
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#define CREATE_DIALOG_H
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#include "editor_help.h"
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#include "scene/gui/button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/item_list.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 "scene/gui/tree.h"
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class CreateDialog : public ConfirmationDialog {
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GDCLASS(CreateDialog, ConfirmationDialog);
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Vector<String> favorite_list;
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Tree *favorites;
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Tree *recent;
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Button *favorite;
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LineEdit *search_box;
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Tree *search_options;
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HashMap<String, TreeItem *> search_options_types;
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HashMap<String, RES> search_loaded_scripts;
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bool is_replace_mode;
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String base_type;
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String preferred_search_result_type;
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EditorHelpBit *help_bit;
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List<StringName> type_list;
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Set<StringName> type_blacklist;
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void _item_selected();
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void _update_search();
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void _update_favorite_list();
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void _save_favorite_list();
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void _favorite_toggled();
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void _history_selected();
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void _favorite_selected();
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void _history_activated();
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void _favorite_activated();
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _confirmed();
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void _text_changed(const String &p_newtext);
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Ref<Texture> _get_editor_icon(const String &p_type) const;
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void add_type(const String &p_type, HashMap<String, TreeItem *> &p_types, TreeItem *p_root, TreeItem **to_select);
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void select_type(const String &p_type);
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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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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bool _is_class_disabled_by_feature_profile(const StringName &p_class);
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bool _is_type_prefered(const String &type);
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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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void _save_and_update_favorite_list();
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public:
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Object *instance_selected();
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String get_selected_type();
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void set_base_type(const String &p_base);
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String get_base_type() const;
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void set_preferred_search_result_type(const String &p_preferred_type);
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String get_preferred_search_result_type();
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void popup_create(bool p_dont_clear, bool p_replace_mode = false, const String &p_select_type = "Node");
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CreateDialog();
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};
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#endif
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