godot/editor/property_editor.h

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/*************************************************************************/
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/* property_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef PROPERTY_EDITOR_H
#define PROPERTY_EDITOR_H
#include "editor/editor_file_dialog.h"
#include "editor/scene_tree_editor.h"
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#include "scene/gui/button.h"
#include "scene/gui/check_box.h"
#include "scene/gui/check_button.h"
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#include "scene/gui/color_picker.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/grid_container.h"
#include "scene/gui/label.h"
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#include "scene/gui/menu_button.h"
#include "scene/gui/split_container.h"
#include "scene/gui/text_edit.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class PropertyValueEvaluator;
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class CreateDialog;
class PropertySelector;
class EditorResourceConversionPlugin : public Reference {
GDCLASS(EditorResourceConversionPlugin, Reference)
protected:
static void _bind_methods();
public:
virtual String converts_to() const;
virtual bool handles(const Ref<Resource> &p_resource) const;
virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
};
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class CustomPropertyEditor : public Popup {
GDCLASS(CustomPropertyEditor, Popup);
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enum {
MAX_VALUE_EDITORS = 12,
MAX_ACTION_BUTTONS = 5,
OBJ_MENU_LOAD = 0,
OBJ_MENU_EDIT = 1,
OBJ_MENU_CLEAR = 2,
OBJ_MENU_MAKE_UNIQUE = 3,
OBJ_MENU_COPY = 4,
OBJ_MENU_PASTE = 5,
OBJ_MENU_NEW_SCRIPT = 6,
OBJ_MENU_SHOW_IN_FILE_SYSTEM = 7,
TYPE_BASE_ID = 100,
CONVERT_BASE_ID = 1000
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};
enum {
EASING_LINEAR,
EASING_EASE_IN,
EASING_EASE_OUT,
EASING_ZERO,
EASING_IN_OUT,
EASING_OUT_IN
};
PopupMenu *menu;
SceneTreeDialog *scene_tree;
EditorFileDialog *file;
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ConfirmationDialog *error;
String name;
Variant::Type type;
Variant v;
List<String> field_names;
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int hint;
String hint_text;
LineEdit *value_editor[MAX_VALUE_EDITORS];
int focused_value_editor;
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Label *value_label[MAX_VALUE_EDITORS];
HScrollBar *scroll[4];
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Button *action_buttons[MAX_ACTION_BUTTONS];
MenuButton *type_button;
Vector<String> inheritors_array;
TextureRect *texture_preview;
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ColorPicker *color_picker;
TextEdit *text_edit;
bool read_only;
bool picking_viewport;
GridContainer *checks20gc;
CheckBox *checks20[20];
SpinBox *spinbox;
HSlider *slider;
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Control *easing_draw;
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CreateDialog *create_dialog;
PropertySelector *property_select;
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Object *owner;
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bool updating;
PropertyValueEvaluator *evaluator;
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void _text_edit_changed();
void _file_selected(String p_file);
void _modified(String p_string);
void _range_modified(double p_value);
void _focus_enter();
void _focus_exit();
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void _action_pressed(int p_which);
void _type_create_selected(int p_idx);
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void _create_dialog_callback();
void _create_selected_property(const String &p_prop);
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void _color_changed(const Color &p_color);
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void _draw_easing();
void _menu_option(int p_which);
void _drag_easing(const Ref<InputEvent> &p_ev);
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void _node_path_selected(NodePath p_path);
void show_value_editors(int p_amount);
void config_value_editors(int p_amount, int p_columns, int p_label_w, const List<String> &p_strings);
void config_action_buttons(const List<String> &p_strings);
void _emit_changed_whole_or_field();
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void hide_menu();
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Variant get_variant() const;
String get_name() const;
void set_read_only(bool p_read_only) { read_only = p_read_only; }
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void set_value_evaluator(PropertyValueEvaluator *p_evaluator) { evaluator = p_evaluator; }
bool edit(Object *p_owner, const String &p_name, Variant::Type p_type, const Variant &p_variant, int p_hint, String p_hint_text);
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CustomPropertyEditor();
};
class PropertyValueEvaluator : public ValueEvaluator {
GDCLASS(PropertyValueEvaluator, ValueEvaluator);
Object *obj;
ScriptLanguage *script_language;
String _build_script(const String &p_text);
_FORCE_INLINE_ double _default_eval(const String &p_text) {
return p_text.to_double();
}
public:
void edit(Object *p_obj);
double eval(const String &p_text);
PropertyValueEvaluator();
~PropertyValueEvaluator();
};
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#endif