virtualx-engine/tools/editor/property_editor.h

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/*************************************************************************/
/* property_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 PROPERTY_EDITOR_H
#define PROPERTY_EDITOR_H
#include "scene/gui/tree.h"
#include "scene/gui/button.h"
#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
#include "tools/editor/editor_file_dialog.h"
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#include "scene/gui/dialogs.h"
#include "scene/gui/color_picker.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/texture_rect.h"
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#include "scene/gui/text_edit.h"
#include "scene/gui/check_button.h"
#include "scene/gui/split_container.h"
#include "scene/gui/grid_container.h"
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#include "scene_tree_editor.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class PropertyValueEvaluator;
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class CreateDialog;
class PropertySelector;
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class CustomPropertyEditor : public Popup {
GDCLASS( CustomPropertyEditor, Popup );
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enum {
MAX_VALUE_EDITORS=12,
MAX_ACTION_BUTTONS=5,
OBJ_MENU_LOAD=0,
OBJ_MENU_EDIT=1,
OBJ_MENU_CLEAR=2,
OBJ_MENU_MAKE_UNIQUE=3,
OBJ_MENU_COPY=4,
OBJ_MENU_PASTE=5,
OBJ_MENU_REIMPORT=6,
OBJ_MENU_NEW_SCRIPT=7,
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TYPE_BASE_ID=100
};
enum {
EASING_LINEAR,
EASING_EASE_IN,
EASING_EASE_OUT,
EASING_ZERO,
EASING_IN_OUT,
EASING_OUT_IN
};
PopupMenu *menu;
SceneTreeDialog *scene_tree;
EditorFileDialog *file;
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ConfirmationDialog *error;
String name;
Variant::Type type;
Variant v;
int hint;
String hint_text;
LineEdit *value_editor[MAX_VALUE_EDITORS];
Label *value_label[MAX_VALUE_EDITORS];
HScrollBar *scroll[4];
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Button *action_buttons[MAX_ACTION_BUTTONS];
MenuButton *type_button;
Vector<String> inheritors_array;
TextureRect *texture_preview;
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ColorPicker *color_picker;
TextEdit *text_edit;
bool read_only;
bool picking_viewport;
GridContainer *checks20gc;
CheckBox *checks20[20];
SpinBox *spinbox;
HSlider *slider;
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Control *easing_draw;
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CreateDialog *create_dialog;
PropertySelector *property_select;
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Object* owner;
bool updating;
PropertyValueEvaluator *evaluator;
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void _text_edit_changed();
void _file_selected(String p_file);
void _scroll_modified(double p_value);
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void _modified(String p_string);
void _range_modified(double p_value);
void _focus_enter();
void _focus_exit();
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void _action_pressed(int p_which);
void _type_create_selected(int p_idx);
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void _create_dialog_callback();
void _create_selected_property(const String &p_prop);
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void _color_changed(const Color& p_color);
void _draw_easing();
void _menu_option(int p_which);
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void _drag_easing(const InputEvent& p_ev);
void _node_path_selected(NodePath p_path);
void show_value_editors(int p_amount);
void config_value_editors(int p_amount, int p_columns,int p_label_w,const List<String>& p_strings);
void config_action_buttons(const List<String>& p_strings);
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void hide_menu();
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Variant get_variant() const;
String get_name() const;
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void set_read_only(bool p_read_only) { read_only=p_read_only; }
void set_value_evaluator( PropertyValueEvaluator *p_evaluator) { evaluator=p_evaluator; }
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bool edit(Object* p_owner,const String& p_name,Variant::Type p_type, const Variant& p_variant,int p_hint,String p_hint_text);
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CustomPropertyEditor();
};
class PropertyEditor : public Control {
GDCLASS( PropertyEditor, Control );
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Tree *tree;
Label *top_label;
//Object *object;
LineEdit *search_box;
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PropertyValueEvaluator *evaluator;
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Object* obj;
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StringName _prop_edited;
bool capitalize_paths;
bool changing;
bool update_tree_pending;
bool autoclear;
bool keying;
bool read_only;
bool show_categories;
bool show_type_icons;
float refresh_countdown;
bool use_doc_hints;
bool use_filter;
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bool subsection_selectable;
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HashMap<String,String> pending;
String selected_property;
Map<StringName,Map<StringName,String> > descr_cache;
Map<StringName,String > class_descr_cache;
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CustomPropertyEditor *custom_editor;
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void _resource_edit_request();
void _custom_editor_edited();
void _custom_editor_request(bool p_arrow);
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void _item_selected();
void _item_edited();
TreeItem *get_parent_node(String p_path,HashMap<String,TreeItem*>& item_paths,TreeItem *root);
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void set_item_text(TreeItem *p_item, int p_type, const String& p_name, int p_hint=PROPERTY_HINT_NONE, const String& p_hint_text="");
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TreeItem *find_item(TreeItem *p_item,const String& p_name);
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virtual void _changed_callback(Object *p_changed,const char * p_what);
virtual void _changed_callbacks(Object *p_changed,const String& p_callback);
void _check_reload_status(const String&p_name,TreeItem* item);
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void _edit_button(Object *p_item, int p_column, int p_button);
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void _node_removed(Node *p_node);
friend class ProjectExportDialog;
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void _edit_set(const String& p_name, const Variant& p_value);
void _draw_flags(Object *ti,const Rect2& p_rect);
bool _might_be_in_instance();
bool _get_instanced_node_original_property(const StringName& p_prop,Variant& value);
bool _is_property_different(const Variant& p_current, const Variant& p_orig,int p_usage=0);
void _refresh_item(TreeItem *p_item);
void _set_range_def(Object *p_item, String prop, float p_frame);
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void _filter_changed(const String& p_text);
void _mark_drop_fields(TreeItem* p_at);
void _clear_drop_fields(TreeItem* p_at);
bool _is_drop_valid(const Dictionary& p_drag_data, const Dictionary& p_item_data) const;
Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
void _resource_preview_done(const String& p_path,const Ref<Texture>& p_preview,Variant p_ud);
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UndoRedo *undo_redo;
protected:
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void _notification(int p_what);
static void _bind_methods();
public:
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }
String get_selected_path() const;
Tree *get_scene_tree();
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Label* get_top_label();
void hide_top_label();
void update_tree();
void update_property(const String& p_prop);
void refresh();
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void edit(Object* p_object);
void set_keying(bool p_active);
void set_read_only(bool p_read_only) { read_only=p_read_only; custom_editor->set_read_only(p_read_only);}
void set_capitalize_paths(bool p_capitalize);
void set_autoclear(bool p_enable);
void set_show_categories(bool p_show);
void set_use_doc_hints(bool p_enable) { use_doc_hints=p_enable; }
void set_use_filter(bool p_use);
void register_text_enter(Node *p_line_edit);
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void set_subsection_selectable(bool p_selectable);
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PropertyEditor();
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~PropertyEditor();
};
class SectionedPropertyEditorFilter;
class SectionedPropertyEditor : public HBoxContainer {
GDCLASS(SectionedPropertyEditor,HBoxContainer);
ObjectID obj;
Tree *sections;
SectionedPropertyEditorFilter *filter;
Map<String,TreeItem*> section_map;
PropertyEditor *editor;
static void _bind_methods();
void _section_selected();
public:
PropertyEditor *get_property_editor();
void edit(Object* p_object);
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String get_full_item_path(const String& p_item);
void set_current_section(const String& p_section);
String get_current_section() const;
void update_category_list();
SectionedPropertyEditor();
~SectionedPropertyEditor();
};
class PropertyValueEvaluator : public ValueEvaluator {
GDCLASS( PropertyValueEvaluator, ValueEvaluator );
Object *obj;
ScriptLanguage *script_language;
String _build_script(const String& p_text);
_FORCE_INLINE_ double _default_eval(const String& p_text) {
return p_text.to_double();
}
public:
void edit(Object *p_obj);
double eval(const String& p_text);
PropertyValueEvaluator();
~PropertyValueEvaluator();
};
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#endif