1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275 | /**************************************************************************/
/* connections_dialog.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 CONNECTIONS_DIALOG_H
#define CONNECTIONS_DIALOG_H
#include "scene/gui/check_button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
class Button;
class CheckBox;
class ConnectDialogBinds;
class EditorInspector;
class Label;
class LineEdit;
class OptionButton;
class PopupMenu;
class SceneTreeEditor;
class SpinBox;
class ConnectDialog : public ConfirmationDialog {
GDCLASS(ConnectDialog, ConfirmationDialog);
public:
struct ConnectionData {
Node *source = nullptr;
Node *target = nullptr;
StringName signal;
StringName method;
uint32_t flags = 0;
int unbinds = 0;
Vector<Variant> binds;
ConnectionData() {}
ConnectionData(const Connection &p_connection) {<--- Struct 'ConnectionData' has a constructor with 1 argument that is not explicit. [+]Struct 'ConnectionData' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
source = Object::cast_to<Node>(p_connection.signal.get_object());
signal = p_connection.signal.get_name();
target = Object::cast_to<Node>(p_connection.callable.get_object());
flags = p_connection.flags;
Callable base_callable;
if (p_connection.callable.is_custom()) {
CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(p_connection.callable.get_custom());
if (ccb) {
binds = ccb->get_binds();
base_callable = ccb->get_callable();
}
CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(p_connection.callable.get_custom());
if (ccu) {
unbinds = ccu->get_unbinds();
base_callable = ccu->get_callable();
}
} else {
base_callable = p_connection.callable;
}
method = base_callable.get_method();
}
Callable get_callable() const {
if (unbinds > 0) {
return Callable(target, method).unbind(unbinds);
} else if (!binds.is_empty()) {
const Variant **argptrs = (const Variant **)alloca(sizeof(Variant *) * binds.size());<--- Obsolete function 'alloca' called. [+]The obsolete function 'alloca' is called. In C++11 and later it is recommended to use std::array<> or a dynamically allocated array instead. The function 'alloca' is dangerous for many reasons (http://stackoverflow.com/questions/1018853/why-is-alloca-not-considered-good-practice and http://linux.die.net/man/3/alloca).
for (int i = 0; i < binds.size(); i++) {
argptrs[i] = &binds[i];
}
return Callable(target, method).bindp(argptrs, binds.size());
} else {
return Callable(target, method);
}
}
};
private:
Label *connect_to_label = nullptr;
LineEdit *from_signal = nullptr;
LineEdit *filter_nodes = nullptr;
Node *source = nullptr;
ConnectionData source_connection_data;
StringName signal;
PackedStringArray signal_args;
LineEdit *dst_method = nullptr;
ConnectDialogBinds *cdbinds = nullptr;
bool edit_mode = false;
bool first_popup = true;
NodePath dst_path;
VBoxContainer *vbc_right = nullptr;
SceneTreeEditor *tree = nullptr;
AcceptDialog *error = nullptr;
Button *open_method_tree = nullptr;
AcceptDialog *method_popup = nullptr;
Tree *method_tree = nullptr;
Label *empty_tree_label = nullptr;
LineEdit *method_search = nullptr;
CheckButton *script_methods_only = nullptr;
CheckButton *compatible_methods_only = nullptr;
SpinBox *unbind_count = nullptr;
EditorInspector *bind_editor = nullptr;
OptionButton *type_list = nullptr;
CheckBox *deferred = nullptr;
CheckBox *one_shot = nullptr;
CheckButton *advanced = nullptr;
Vector<Control *> bind_controls;
Label *warning_label = nullptr;
Label *error_label = nullptr;
void ok_pressed() override;
void _cancel_pressed();
void _item_activated();
void _tree_node_selected();
void _focus_currently_connected();
void _method_selected();
void _create_method_tree_items(const List<MethodInfo> &p_methods, TreeItem *p_parent_item);
List<MethodInfo> _filter_method_list(const List<MethodInfo> &p_methods, const MethodInfo &p_signal, const String &p_search_string) const;
void _update_method_tree();
void _method_check_button_pressed(const CheckButton *p_button);
void _open_method_popup();
void _unbind_count_changed(double p_count);
void _add_bind();
void _remove_bind();
void _advanced_pressed();
void _update_ok_enabled();
void _update_warning_label();
protected:
virtual void _post_popup() override;
void _notification(int p_what);
static void _bind_methods();
public:
static StringName generate_method_callback_name(Node *p_source, const String &p_signal_name, Node *p_target);
Node *get_source() const;
ConnectionData get_source_connection_data() const;
StringName get_signal_name() const;
PackedStringArray get_signal_args() const;
NodePath get_dst_path() const;
void set_dst_node(Node *p_node);
StringName get_dst_method_name() const;
void set_dst_method(const StringName &p_method);
int get_unbinds() const;
Vector<Variant> get_binds() const;
String get_signature(const MethodInfo &p_method, PackedStringArray *r_arg_names = nullptr);
bool get_deferred() const;
bool get_one_shot() const;
bool is_editing() const;
virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
void init(const ConnectionData &p_cd, const PackedStringArray &p_signal_args, bool p_edit = false);
void popup_dialog(const String &p_for_signal);
ConnectDialog();
~ConnectDialog();
};
//////////////////////////////////////////
// Custom `Tree` needed to use `EditorHelpBit` to display signal documentation.
class ConnectionsDockTree : public Tree {
virtual Control *make_custom_tooltip(const String &p_text) const;
};
class ConnectionsDock : public VBoxContainer {
GDCLASS(ConnectionsDock, VBoxContainer);
enum TreeItemType {
TREE_ITEM_TYPE_ROOT,
TREE_ITEM_TYPE_CLASS,
TREE_ITEM_TYPE_SIGNAL,
TREE_ITEM_TYPE_CONNECTION,
};
// Right-click context menu options.
enum ClassMenuOption {
CLASS_MENU_OPEN_DOCS,
};
enum SignalMenuOption {
SIGNAL_MENU_CONNECT,
SIGNAL_MENU_DISCONNECT_ALL,
SIGNAL_MENU_COPY_NAME,
SIGNAL_MENU_OPEN_DOCS,
};
enum SlotMenuOption {
SLOT_MENU_EDIT,
SLOT_MENU_GO_TO_METHOD,
SLOT_MENU_DISCONNECT,
};
Node *selected_node = nullptr;
ConnectionsDockTree *tree = nullptr;
ConfirmationDialog *disconnect_all_dialog = nullptr;
ConnectDialog *connect_dialog = nullptr;
Button *connect_button = nullptr;
PopupMenu *class_menu = nullptr;
String class_menu_doc_class_name;
PopupMenu *signal_menu = nullptr;
PopupMenu *slot_menu = nullptr;
LineEdit *search_box = nullptr;
void _filter_changed(const String &p_text);
void _make_or_edit_connection();
void _connect(const ConnectDialog::ConnectionData &p_cd);
void _disconnect(const ConnectDialog::ConnectionData &p_cd);
void _disconnect_all();
void _tree_item_selected();
void _tree_item_activated();
TreeItemType _get_item_type(const TreeItem &p_item) const;
bool _is_connection_inherited(Connection &p_connection);
void _open_connection_dialog(TreeItem &p_item);
void _open_edit_connection_dialog(TreeItem &p_item);
void _go_to_method(TreeItem &p_item);
void _handle_class_menu_option(int p_option);
void _class_menu_about_to_popup();
void _handle_signal_menu_option(int p_option);
void _signal_menu_about_to_popup();
void _handle_slot_menu_option(int p_option);
void _slot_menu_about_to_popup();
void _tree_gui_input(const Ref<InputEvent> &p_event);
void _close();
protected:
void _connect_pressed();
void _notification(int p_what);
static void _bind_methods();
public:
void set_node(Node *p_node);
void update_tree();
ConnectionsDock();
~ConnectionsDock();
};
#endif // CONNECTIONS_DIALOG_H
|