""" class GDDBEditStringDlg """ class_name GDDBEditStringDlg tool extends WindowDialog signal string_edited var m_prop_id = gddb_constants.c_invalid_id var m_row_idx = gddb_constants.c_invalid_id var m_data_text = "" # Called when the node enters the scene tree for the first time. func _ready(): $v_layout/btns/ok_btn.connect("pressed", self, "on_ok_btn_pressed") $v_layout/btns/cancel_btn.connect("pressed", self, "on_cancel_btn_pressed") $v_layout/text.connect("text_changed", self, "on_text_changed") # sets property id func set_prop_id(prop_id : int) -> void: m_prop_id = prop_id # returns property id func get_prop_id() -> int : return m_prop_id # sets row index func set_row_idx(row_idx : int) -> void : m_row_idx = row_idx # returns row index func get_row_idx() -> int : return m_row_idx # sets data text func set_data_text(text : String) -> void : m_data_text = text $v_layout/text.set_text(text) # returns data text func get_data_text() -> String : return m_data_text # Called when the OK button is pressed func on_ok_btn_pressed() -> void : emit_signal("string_edited") hide() # Called when the Cancel button is pressed func on_cancel_btn_pressed() -> void : hide() # Called when text is changed func on_text_changed() -> void: m_data_text = $v_layout/text.get_text()