godot/tools/editor/property_selector.h
Juan Linietsky ec49f41e19 Even more work on visual script editor:
-Added constructor nodes, specialized and conversion ones.
-Cleaned up how unconnected input default values are shown and edited (much cleaner)
-Dragging scene nodes into graph makes a call dialog appear by deault
-Dragging properties into graph is set by default, not get
-fixed dragging internal functions into graph
2016-08-26 17:38:25 -03:00

56 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 {
OBJ_TYPE(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