@tool """ class GDDBTableItem """ class_name GDDBTableItem extends Control signal select_item signal edit_table signal delete_table var m_table_id = gddb_constants.c_invalid_id var m_table_name = "" var m_is_selected = false # Called when the node enters the scene tree for the first time. func _ready(): $select_btn.connect("pressed", Callable(self, "on_select_btn_pressed")) $edit_table_btn.connect("pressed", Callable(self, "on_edit_table_btn_pressed")) $delete_table_btn.connect("pressed", Callable(self, "on_delete_table_btn_pressed")) $select.hide() # sets the table id func set_table_id(id : int) -> void: m_table_id = id # returns the table id func get_table_id() -> int: return m_table_id func set_selected(select : bool) -> void : m_is_selected = select if(m_is_selected): $select.show() else: $select.hide() func is_selected(): return m_is_selected # sets the table name func set_table_name(name : String) -> void: # print("GDDBTableItem::set_table_name(" + name + ")") m_table_name = name $table_name.set_text(m_table_name) # returns the table name func get_table_name() -> String: return m_table_name # called when the user presses the edit_table button func on_edit_table_btn_pressed(): # print("GDDBTableItem::on_edit_table_btn_pressed") emit_signal("edit_table", m_table_id, m_table_name) # called when the user presses the delete_table button func on_delete_table_btn_pressed(): # print("GDDBTableItem::on_delete_table_btn_pressed") emit_signal("delete_table", m_table_id) # called when select_btn is pressed func on_select_btn_pressed() -> void: # print("GDDBTableItem::on_select_btn_pressed()") emit_signal("select_item", m_table_id)