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Source/Editor/Project/CloseDialog.h
77 строк
2 KB
Eugene Kozlov
Consider asset cooking on project close.
08 янв 2023, 09:12
08 янв 2023, 09:12
35ebef5
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// // Copyright (c) 2017-2020 the rbfx project. // // 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 <Urho3D/Core/Object.h> #include <EASTL/functional.h> #include <EASTL/string.h> #include <EASTL/vector.h> namespace Urho3D { /// Request to gracefully close resource(s) with prompt. struct CloseResourceRequest { ea::vector<ea::string> resourceNames_; ea::function<void()> onSave_ = []{}; ea::function<void()> onDiscard_ = []{}; ea::function<void()> onCancel_ = []{}; }; /// Wrapper for close dialog widget. class CloseDialog : public Object { URHO3D_OBJECT(CloseDialog, Object); public: explicit CloseDialog(Context* context); ~CloseDialog() override; /// Set whether "Save & Close" option is enabled. void SetSaveEnabled(bool enabled) { saveEnabled_ = enabled; } /// Process close request. void RequestClose(CloseResourceRequest request); /// Return whether the dialog is currently open or will be open on this frame. bool IsActive() const; /// Update and render contents if necessary. void Render(); private: void CloseDialogSave(); void CloseDialogDiscard(); void CloseDialogCancel(); bool saveEnabled_{true}; ea::vector<CloseResourceRequest> requests_; bool isOpen_{}; ea::string popupName_{"Close?"}; ea::vector<ea::string> items_; }; }