godot/editor/connections_dialog.cpp

/**************************************************************************/
/*  connections_dialog.cpp                                                */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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  */
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/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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#include "connections_dialog.h"

#include "core/config/project_settings.h"
#include "core/templates/hash_set.h"
#include "editor/editor_help.h"
#include "editor/editor_inspector.h"
#include "editor/editor_main_screen.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/scene_tree_editor.h"
#include "editor/node_dock.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/scene_tree_dock.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/button.h"
#include "scene/gui/check_box.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/margin_container.h"
#include "scene/gui/option_button.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/spin_box.h"

static Node *_find_first_script(Node *p_root, Node *p_node) {}

class ConnectDialogBinds : public Object {};

/*
 * Signal automatically called by parent dialog.
 */
void ConnectDialog::ok_pressed() {}

void ConnectDialog::_cancel_pressed() {}

void ConnectDialog::_item_activated() {}

/*
 * Called each time a target node is selected within the target node tree.
 */
void ConnectDialog::_tree_node_selected() {}

void ConnectDialog::_focus_currently_connected() {}

void ConnectDialog::_unbind_count_changed(double p_count) {}

void ConnectDialog::_method_selected() {}

/*
 * Adds a new parameter bind to connection.
 */
void ConnectDialog::_add_bind() {}

/*
 * Remove parameter bind from connection.
 */
void ConnectDialog::_remove_bind() {}
/*
 * Automatically generates a name for the callback method.
 */
StringName ConnectDialog::generate_method_callback_name(Node *p_source, const String &p_signal_name, Node *p_target) {}

void ConnectDialog::_create_method_tree_items(const List<MethodInfo> &p_methods, TreeItem *p_parent_item) {}

List<MethodInfo> ConnectDialog::_filter_method_list(const List<MethodInfo> &p_methods, const MethodInfo &p_signal, const String &p_search_string) const {}

void ConnectDialog::_update_method_tree() {}

void ConnectDialog::_method_check_button_pressed(const CheckButton *p_button) {}

void ConnectDialog::_open_method_popup() {}

/*
 * Enables or disables the connect button. The connect button is enabled if a
 * node is selected and valid in the selected mode.
 */
void ConnectDialog::_update_ok_enabled() {}

void ConnectDialog::_update_warning_label() {}

void ConnectDialog::_post_popup() {}

void ConnectDialog::_notification(int p_what) {}

void ConnectDialog::_bind_methods() {}

Node *ConnectDialog::get_source() const {}

ConnectDialog::ConnectionData ConnectDialog::get_source_connection_data() const {}

StringName ConnectDialog::get_signal_name() const {}

PackedStringArray ConnectDialog::get_signal_args() const {}

NodePath ConnectDialog::get_dst_path() const {}

void ConnectDialog::set_dst_node(Node *p_node) {}

StringName ConnectDialog::get_dst_method_name() const {}

void ConnectDialog::set_dst_method(const StringName &p_method) {}

int ConnectDialog::get_unbinds() const {}

Vector<Variant> ConnectDialog::get_binds() const {}

String ConnectDialog::get_signature(const MethodInfo &p_method, PackedStringArray *r_arg_names) {}

bool ConnectDialog::get_deferred() const {}

bool ConnectDialog::get_one_shot() const {}

/*
 * Returns true if ConnectDialog is being used to edit an existing connection.
 */
bool ConnectDialog::is_editing() const {}

void ConnectDialog::shortcut_input(const Ref<InputEvent> &p_event) {}

/*
 * Initialize ConnectDialog and populate fields with expected data.
 * If creating a connection from scratch, sensible defaults are used.
 * If editing an existing connection, previous data is retained.
 */
void ConnectDialog::init(const ConnectionData &p_cd, const PackedStringArray &p_signal_args, bool p_edit) {}

void ConnectDialog::popup_dialog(const String &p_for_signal) {}

void ConnectDialog::_advanced_pressed() {}

ConnectDialog::ConnectDialog() {}

ConnectDialog::~ConnectDialog() {}

//////////////////////////////////////////

Control *ConnectionsDockTree::make_custom_tooltip(const String &p_text) const {}

struct _ConnectionsDockMethodInfoSort {};

void ConnectionsDock::_filter_changed(const String &p_text) {}

/*
 * Post-ConnectDialog callback for creating/editing connections.
 * Creates or edits connections based on state of the ConnectDialog when "Connect" is pressed.
 */
void ConnectionsDock::_make_or_edit_connection() {}

/*
 * Creates single connection w/ undo-redo functionality.
 */
void ConnectionsDock::_connect(const ConnectDialog::ConnectionData &p_cd) {}

/*
 * Break single connection w/ undo-redo functionality.
 */
void ConnectionsDock::_disconnect(const ConnectDialog::ConnectionData &p_cd) {}

/*
 * Break all connections of currently selected signal.
 * Can undo-redo as a single action.
 */
void ConnectionsDock::_disconnect_all() {}

void ConnectionsDock::_tree_item_selected() {}

void ConnectionsDock::_tree_item_activated() {}

ConnectionsDock::TreeItemType ConnectionsDock::_get_item_type(const TreeItem &p_item) const {}

bool ConnectionsDock::_is_connection_inherited(Connection &p_connection) {}

/*
 * Open connection dialog with TreeItem data to CREATE a brand-new connection.
 */
void ConnectionsDock::_open_connection_dialog(TreeItem &p_item) {}

/*
 * Open connection dialog with Connection data to EDIT an existing connection.
 */
void ConnectionsDock::_open_edit_connection_dialog(TreeItem &p_item) {}

/*
 * Open slot method location in script editor.
 */
void ConnectionsDock::_go_to_method(TreeItem &p_item) {}

void ConnectionsDock::_handle_class_menu_option(int p_option) {}

void ConnectionsDock::_class_menu_about_to_popup() {}

void ConnectionsDock::_handle_signal_menu_option(int p_option) {}

void ConnectionsDock::_signal_menu_about_to_popup() {}

void ConnectionsDock::_handle_slot_menu_option(int p_option) {}

void ConnectionsDock::_slot_menu_about_to_popup() {}

void ConnectionsDock::_tree_gui_input(const Ref<InputEvent> &p_event) {}

void ConnectionsDock::_close() {}

void ConnectionsDock::_connect_pressed() {}

void ConnectionsDock::_notification(int p_what) {}

void ConnectionsDock::_bind_methods() {}

void ConnectionsDock::set_node(Node *p_node) {}

void ConnectionsDock::update_tree() {}

ConnectionsDock::ConnectionsDock() {}

ConnectionsDock::~ConnectionsDock() {}