godot/editor/array_property_edit.h
Rémi Verschelde 49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00

70 lines
3 KiB
C++

/*************************************************************************/
/* array_property_edit.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 ARRAY_PROPERTY_EDIT_H
#define ARRAY_PROPERTY_EDIT_H
#include "scene/main/node.h"
class ArrayPropertyEdit : public Reference {
GDCLASS(ArrayPropertyEdit,Reference);
int page;
ObjectID obj;
StringName property;
String vtypes;
String subtype_hint_string;
PropertyHint subtype_hint;
Variant::Type subtype;
Variant get_array() const;
Variant::Type default_type;
void _notif_change();
void _notif_changev(const String& p_v);
void _set_size(int p_size);
void _set_value(int p_idx,const Variant& p_value);
protected:
static void _bind_methods();
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
public:
void edit(Object* p_obj, const StringName& p_prop, const String& p_hint_string, Variant::Type p_deftype);
Node *get_node();
ArrayPropertyEdit();
};
#endif // ARRAY_PROPERTY_EDIT_H