godot/tools/editor/property_selector.h
Juan Linietsky 118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
2017-01-02 23:03:46 -03:00

55 lines
1.5 KiB
C++

#ifndef PROPERTYSELECTOR_H
#define PROPERTYSELECTOR_H
#include "tools/editor/property_editor.h"
#include "scene/gui/rich_text_label.h"
#include "editor_help.h"
class PropertySelector : public ConfirmationDialog {
GDCLASS(PropertySelector,ConfirmationDialog )
LineEdit *search_box;
Tree *search_options;
void _update_search();
void _sbox_input(const InputEvent& p_ie);
void _confirmed();
void _text_changed(const String& p_newtext);
EditorHelpBit *help_bit;
bool properties;
String selected;
Variant::Type type;
InputEvent::Type event_type;
String base_type;
ObjectID script;
Object *instance;
void _item_selected();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void select_method_from_base_type(const String& p_base,const String& p_current="");
void select_method_from_script(const Ref<Script>& p_script,const String& p_current="");
void select_method_from_basic_type(Variant::Type p_type,const String& p_current="");
void select_method_from_instance(Object* p_instance, const String &p_current="");
void select_property_from_base_type(const String& p_base,const String& p_current="");
void select_property_from_script(const Ref<Script>& p_script,const String& p_current="");
void select_property_from_basic_type(Variant::Type p_type,InputEvent::Type p_event_type,const String& p_current="");
void select_property_from_instance(Object* p_instance, const String &p_current="");
PropertySelector();
};
#endif // PROPERTYSELECTOR_H