godot/modules/visual_script/visual_script_property_selector.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

93 lines
4.5 KiB
C++

/*************************************************************************/
/* visual_script_property_selector.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 VISUALSCRIPT_PROPERTYSELECTOR_H
#define VISUALSCRIPT_PROPERTYSELECTOR_H
#include "editor/editor_help.h"
#include "editor/property_editor.h"
#include "scene/gui/rich_text_label.h"
class VisualScriptPropertySelector : public ConfirmationDialog {
GDCLASS(VisualScriptPropertySelector, ConfirmationDialog);
LineEdit *search_box;
Tree *search_options;
void _update_search();
void create_visualscript_item(const String &name, TreeItem *const root, const String &search_input, const String &text);
void get_visual_node_names(const String &root_filter, const Set<String> &p_modifiers, bool &found, TreeItem *const root, LineEdit *const search_box);
void _sbox_input(const Ref<InputEvent> &p_ie);
void _confirmed();
void _text_changed(const String &p_newtext);
EditorHelpBit *help_bit;
bool properties;
bool visual_script_generic;
bool connecting;
String selected;
Variant::Type type;
String base_type;
ObjectID script;
Object *instance;
bool virtuals_only;
bool seq_connect;
void _item_selected();
Vector<Variant::Type> type_filter;
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 = "", const bool p_virtuals_only = false, const bool p_connecting = true, bool clear_text = true);
void select_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false, bool p_seq_connect = false, const bool p_connecting = true, bool clear_text = true);
void select_from_script(const Ref<Script> &p_script, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
void select_from_basic_type(Variant::Type p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
void select_from_action(const String &p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
void select_from_instance(Object *p_instance, const String &p_current = "", const bool p_connecting = true, const String &p_basetype = "", bool clear_text = true);
void select_from_visual_script(const String &p_base, const bool p_connecting = true, bool clear_text = true);
void show_window(float p_screen_ratio);
void set_type_filter(const Vector<Variant::Type> &p_type_filter);
VisualScriptPropertySelector();
};
#endif // VISUALSCRIPT_PROPERTYSELECTOR_H