Files
puzzle-quest/addons/godot_db_manager/dlgs/edit_string_dlg.gd
T
VAILLANT Jeremy e8edc134e1 Add addon database
2021-05-13 23:20:27 +02:00

60 lines
1.3 KiB
GDScript

"""
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()