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godot/editor/gui/editor_about.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

76 lines
3.3 KiB
C++

/**************************************************************************/
/* editor_about.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. */
/**************************************************************************/
#pragma once
#include "scene/gui/dialogs.h"
class CreditsRoll;
class ItemList;
class Label;
class RichTextLabel;
class TextureRect;
class Tree;
/**
* NOTE: Do not assume the EditorNode singleton to be available in this class' methods.
* EditorAbout is also used from the project manager where EditorNode isn't initialized.
*/
class EditorAbout : public AcceptDialog {
GDCLASS(EditorAbout, AcceptDialog);
private:
enum SectionFlags {
FLAG_SINGLE_COLUMN = 1 << 0,
FLAG_ALLOW_WEBSITE = 1 << 1,
FLAG_EASTER_EGG = 1 << 2,
};
void _license_tree_selected();
void _item_activated(int p_idx, ItemList *p_il);
void _item_list_resized(ItemList *p_il);
Label *_create_section(Control *p_parent, const String &p_name, const char *const *p_src, BitField<SectionFlags> p_flags = 0);
Label *_about_text_label = nullptr;
Label *_project_manager_label = nullptr;
Tree *_tpl_tree = nullptr;
RichTextLabel *license_text_label = nullptr;
RichTextLabel *_tpl_text = nullptr;
TextureRect *_logo = nullptr;
Vector<ItemList *> name_lists;
CreditsRoll *credits_roll = nullptr;
protected:
void _notification(int p_what);
public:
EditorAbout();
};