01ea3af253
Apply Godot 4.6 automated conversion: renames Spatial.translate->position, margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile, onready->@onready, export()->@export, and many more. 127 files changed by the tool. Manual fixes still required for: - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.) - lod plugin (Spatial -> Node3D renames) - ResourceLoader.load_interactive removed -> load_threaded_request - OS.set_window_fullscreen removed -> DisplayServer - Viewport.set_size_override removed Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
68 lines
1.7 KiB
GDScript
68 lines
1.7 KiB
GDScript
@tool
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"""
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class GDDBTableItem
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"""
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class_name GDDBTableItem
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extends Control
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signal select_item
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signal edit_table
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signal delete_table
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var m_table_id = gddb_constants.c_invalid_id
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var m_table_name = ""
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var m_is_selected = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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$select_btn.connect("pressed", Callable(self, "on_select_btn_pressed"))
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$edit_table_btn.connect("pressed", Callable(self, "on_edit_table_btn_pressed"))
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$delete_table_btn.connect("pressed", Callable(self, "on_delete_table_btn_pressed"))
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$select.hide()
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# sets the table id
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func set_table_id(id : int) -> void:
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m_table_id = id
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# returns the table id
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func get_table_id() -> int:
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return m_table_id
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func set_selected(select : bool) -> void :
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m_is_selected = select
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if(m_is_selected):
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$select.show()
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else:
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$select.hide()
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func is_selected():
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return m_is_selected
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# sets the table name
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func set_table_name(name : String) -> void:
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# print("GDDBTableItem::set_table_name(" + name + ")")
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m_table_name = name
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$table_name.set_text(m_table_name)
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# returns the table name
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func get_table_name() -> String:
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return m_table_name
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# called when the user presses the edit_table button
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func on_edit_table_btn_pressed():
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# print("GDDBTableItem::on_edit_table_btn_pressed")
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emit_signal("edit_table", m_table_id, m_table_name)
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# called when the user presses the delete_table button
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func on_delete_table_btn_pressed():
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# print("GDDBTableItem::on_delete_table_btn_pressed")
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emit_signal("delete_table", m_table_id)
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# called when select_btn is pressed
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func on_select_btn_pressed() -> void:
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# print("GDDBTableItem::on_select_btn_pressed()")
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emit_signal("select_item", m_table_id)
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