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f8ab79e68a
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
72 lines
3.0 KiB
C++
72 lines
3.0 KiB
C++
/*************************************************************************/
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/* editor_path.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_PATH_H
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#define EDITOR_PATH_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_menu.h"
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#include "scene/gui/texture_rect.h"
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class EditorSelectionHistory;
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class EditorPath : public Button {
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GDCLASS(EditorPath, Button);
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EditorSelectionHistory *history = nullptr;
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TextureRect *current_object_icon = nullptr;
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Label *current_object_label = nullptr;
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TextureRect *sub_objects_icon = nullptr;
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PopupMenu *sub_objects_menu = nullptr;
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Vector<ObjectID> objects;
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void _show_popup();
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void _id_pressed(int p_idx);
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void _about_to_show();
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void _add_children_to_popup(Object *p_obj, int p_depth = 0);
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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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void update_path();
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void clear_path();
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void enable_path();
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EditorPath(EditorSelectionHistory *p_history);
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};
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#endif // EDITOR_PATH_H
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