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f8ab79e68a
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
79 lines
3.4 KiB
C++
79 lines
3.4 KiB
C++
/*************************************************************************/
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/* editor_about.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 EDITOR_ABOUT_H
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#define EDITOR_ABOUT_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/link_button.h"
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#include "scene/gui/rich_text_label.h"
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#include "scene/gui/scroll_container.h"
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#include "scene/gui/separator.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tree.h"
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#include "editor/editor_scale.h"
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/**
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* NOTE: Do not assume the EditorNode singleton to be available in this class' methods.
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* EditorAbout is also used from the project manager where EditorNode isn't initialized.
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*/
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class EditorAbout : public AcceptDialog {
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GDCLASS(EditorAbout, AcceptDialog);
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private:
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void _license_tree_selected();
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void _version_button_pressed();
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ScrollContainer *_populate_list(const String &p_name, const List<String> &p_sections, const char *const *const p_src[], const int p_flag_single_column = 0);
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LinkButton *version_btn = nullptr;
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Tree *_tpl_tree = nullptr;
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RichTextLabel *_license_text = nullptr;
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RichTextLabel *_tpl_text = nullptr;
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TextureRect *_logo = nullptr;
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void _theme_changed();
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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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TextureRect *get_logo() const;
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EditorAbout();
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~EditorAbout();
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};
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#endif
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