node_dock.cpp 5.6 KB

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  1. /**************************************************************************/
  2. /* node_dock.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "node_dock.h"
  31. #include "editor/connections_dialog.h"
  32. #include "editor/editor_node.h"
  33. #include "editor/themes/editor_scale.h"
  34. void NodeDock::show_groups() {
  35. groups_button->set_pressed(true);
  36. connections_button->set_pressed(false);
  37. groups->show();
  38. connections->hide();
  39. }
  40. void NodeDock::show_connections() {
  41. groups_button->set_pressed(false);
  42. connections_button->set_pressed(true);
  43. groups->hide();
  44. connections->show();
  45. }
  46. void NodeDock::_bind_methods() {
  47. }
  48. void NodeDock::_notification(int p_what) {
  49. switch (p_what) {
  50. case NOTIFICATION_ENTER_TREE:
  51. case NOTIFICATION_THEME_CHANGED: {
  52. connections_button->set_icon(get_editor_theme_icon(SNAME("Signals")));
  53. groups_button->set_icon(get_editor_theme_icon(SNAME("Groups")));
  54. } break;
  55. }
  56. }
  57. NodeDock *NodeDock::singleton = nullptr;
  58. void NodeDock::update_lists() {
  59. connections->update_tree();
  60. }
  61. void NodeDock::_on_node_tree_exited() {
  62. set_node(nullptr);
  63. }
  64. void NodeDock::set_node(Node *p_node) {
  65. if (last_valid_node) {
  66. last_valid_node->disconnect(SceneStringName(tree_exited), callable_mp(this, &NodeDock::_on_node_tree_exited));
  67. last_valid_node = nullptr;
  68. }
  69. connections->set_node(p_node);
  70. groups->set_current(p_node);
  71. if (p_node) {
  72. last_valid_node = p_node;
  73. last_valid_node->connect(SceneStringName(tree_exited), callable_mp(this, &NodeDock::_on_node_tree_exited));
  74. if (connections_button->is_pressed()) {
  75. connections->show();
  76. } else {
  77. groups->show();
  78. }
  79. mode_hb->show();
  80. select_a_node->hide();
  81. } else {
  82. connections->hide();
  83. groups->hide();
  84. mode_hb->hide();
  85. select_a_node->show();
  86. }
  87. }
  88. void NodeDock::restore_last_valid_node() {
  89. set_node(last_valid_node);
  90. }
  91. NodeDock::NodeDock() {
  92. singleton = this;
  93. set_name("Node");
  94. mode_hb = memnew(HBoxContainer);
  95. add_child(mode_hb);
  96. mode_hb->hide();
  97. connections_button = memnew(Button);
  98. connections_button->set_theme_type_variation("FlatButton");
  99. connections_button->set_text(TTR("Signals"));
  100. connections_button->set_toggle_mode(true);
  101. connections_button->set_pressed(true);
  102. connections_button->set_h_size_flags(SIZE_EXPAND_FILL);
  103. connections_button->set_clip_text(true);
  104. mode_hb->add_child(connections_button);
  105. connections_button->connect(SceneStringName(pressed), callable_mp(this, &NodeDock::show_connections));
  106. groups_button = memnew(Button);
  107. groups_button->set_theme_type_variation("FlatButton");
  108. groups_button->set_text(TTR("Groups"));
  109. groups_button->set_toggle_mode(true);
  110. groups_button->set_pressed(false);
  111. groups_button->set_h_size_flags(SIZE_EXPAND_FILL);
  112. groups_button->set_clip_text(true);
  113. mode_hb->add_child(groups_button);
  114. groups_button->connect(SceneStringName(pressed), callable_mp(this, &NodeDock::show_groups));
  115. connections = memnew(ConnectionsDock);
  116. add_child(connections);
  117. connections->set_v_size_flags(SIZE_EXPAND_FILL);
  118. connections->hide();
  119. groups = memnew(GroupsEditor);
  120. add_child(groups);
  121. groups->set_v_size_flags(SIZE_EXPAND_FILL);
  122. groups->hide();
  123. select_a_node = memnew(Label);
  124. select_a_node->set_text(TTR("Select a single node to edit its signals and groups."));
  125. select_a_node->set_custom_minimum_size(Size2(100 * EDSCALE, 0));
  126. select_a_node->set_v_size_flags(SIZE_EXPAND_FILL);
  127. select_a_node->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
  128. select_a_node->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
  129. select_a_node->set_autowrap_mode(TextServer::AUTOWRAP_WORD_SMART);
  130. add_child(select_a_node);
  131. }
  132. NodeDock::~NodeDock() {
  133. singleton = nullptr;
  134. }