godot/editor/inspector_dock.h
Hugo Locurcio 31b7f02a29
Remove ToolButton in favor of Button
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.

Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.

This closes https://github.com/godotengine/godot-proposals/issues/1081.
2020-06-19 20:49:49 +02:00

137 lines
4.7 KiB
C++

/*************************************************************************/
/* inspector_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef INSPECTOR_DOCK_H
#define INSPECTOR_DOCK_H
#include "editor/animation_track_editor.h"
#include "editor/connections_dialog.h"
#include "editor/create_dialog.h"
#include "editor/editor_data.h"
#include "editor/editor_inspector.h"
#include "editor/editor_path.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/control.h"
#include "scene/gui/label.h"
#include "scene/gui/popup_menu.h"
class EditorNode;
class InspectorDock : public VBoxContainer {
GDCLASS(InspectorDock, VBoxContainer);
enum MenuOptions {
RESOURCE_LOAD,
RESOURCE_SAVE,
RESOURCE_SAVE_AS,
RESOURCE_MAKE_BUILT_IN,
RESOURCE_COPY,
RESOURCE_EDIT_CLIPBOARD,
OBJECT_COPY_PARAMS,
OBJECT_PASTE_PARAMS,
OBJECT_UNIQUE_RESOURCES,
OBJECT_REQUEST_HELP,
COLLAPSE_ALL,
EXPAND_ALL,
OBJECT_METHOD_BASE = 500
};
EditorNode *editor;
EditorData *editor_data;
EditorInspector *inspector;
Object *current;
Button *backward_button;
Button *forward_button;
EditorFileDialog *load_resource_dialog;
CreateDialog *new_resource_dialog;
Button *resource_new_button;
Button *resource_load_button;
MenuButton *resource_save_button;
MenuButton *history_menu;
LineEdit *search;
MenuButton *object_menu;
EditorPath *editor_path;
Button *warning;
AcceptDialog *warning_dialog;
void _menu_option(int p_option);
void _new_resource();
void _load_resource(const String &p_type = "");
void _open_resource_selector() { _load_resource(); }; // just used to call from arg-less signal
void _resource_file_selected(String p_file);
void _save_resource(bool save_as) const;
void _unref_resource() const;
void _copy_resource() const;
void _paste_resource() const;
void _warning_pressed();
void _resource_created();
void _resource_selected(const RES &p_res, const String &p_property);
void _edit_forward();
void _edit_back();
void _menu_collapseall();
void _menu_expandall();
void _select_history(int p_idx);
void _prepare_history();
void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
void _transform_keyed(Object *sp, const String &p_sub, const Transform &p_key);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void go_back();
void update_keying();
void edit_resource(const Ref<Resource> &p_resource);
void open_resource(const String &p_type);
void clear();
void set_warning(const String &p_message);
void update(Object *p_object);
Container *get_addon_area();
EditorInspector *get_inspector() { return inspector; }
InspectorDock(EditorNode *p_editor, EditorData &p_editor_data);
~InspectorDock();
};
#endif