1/**************************************************************************/
2/* replication_editor.h */
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
31#ifndef REPLICATION_EDITOR_H
32#define REPLICATION_EDITOR_H
33
34#include "../scene_replication_config.h"
35
36#include "editor/editor_plugin.h"
37#include "scene/gui/box_container.h"
38
39class ConfirmationDialog;
40class MultiplayerSynchronizer;
41class AcceptDialog;
42class LineEdit;
43class Tree;
44class TreeItem;
45class PropertySelector;
46class SceneTreeDialog;
47
48class ReplicationEditor : public VBoxContainer {
49 GDCLASS(ReplicationEditor, VBoxContainer);
50
51private:
52 MultiplayerSynchronizer *current = nullptr;
53
54 ConfirmationDialog *delete_dialog = nullptr;
55 Button *add_pick_button = nullptr;
56 Button *add_from_path_button = nullptr;
57 LineEdit *np_line_edit = nullptr;
58
59 Label *drop_label = nullptr;
60
61 Ref<SceneReplicationConfig> config;
62 NodePath deleting;
63 Tree *tree = nullptr;
64
65 PropertySelector *prop_selector = nullptr;
66 SceneTreeDialog *pick_node = nullptr;
67 NodePath adding_node_path;
68
69 Button *pin = nullptr;
70
71 Ref<Texture2D> _get_class_icon(const Node *p_node);
72
73 void _add_pressed();
74 void _np_text_submitted(const String &p_newtext);
75 void _tree_item_edited();
76 void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
77 void _update_value(const NodePath &p_prop, int p_column, int p_checked);
78 void _update_config();
79 void _dialog_closed(bool p_confirmed);
80 void _add_property(const NodePath &p_property, bool p_spawn, SceneReplicationConfig::ReplicationMode p_mode);
81
82 void _pick_node_filter_text_changed(const String &p_newtext);
83 void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
84 void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
85 void _pick_node_selected(NodePath p_path);
86
87 void _pick_new_property();
88 void _pick_node_property_selected(String p_name);
89
90 bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
91 void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
92
93 void _add_sync_property(String p_path);
94
95protected:
96 static void _bind_methods();
97
98 void _notification(int p_what);
99
100public:
101 void edit(MultiplayerSynchronizer *p_object);
102 MultiplayerSynchronizer *get_current() const { return current; }
103
104 Button *get_pin() { return pin; }
105 ReplicationEditor();
106 ~ReplicationEditor() {}
107};
108
109#endif // REPLICATION_EDITOR_H
110