Files
puzzle-quest/addons/godot_db_manager/table_item.gd
T
Vaillant Jeremy 01ea3af253 Run godot --convert-3to4 (automated conversion)
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>
2026-05-16 19:18:27 +02:00

68 lines
1.7 KiB
GDScript

@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)