/**************************************************************************/ /* editor_properties_array_dict.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #include "editor_properties_array_dict.h" #include "core/input/input.h" #include "core/io/marshalls.h" #include "editor/editor_properties.h" #include "editor/editor_properties_vector.h" #include "editor/editor_scale.h" #include "editor/editor_settings.h" #include "editor/gui/editor_spin_slider.h" #include "editor/inspector_dock.h" #include "scene/gui/button.h" #include "scene/resources/packed_scene.h" bool EditorPropertyArrayObject::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (!name.begins_with("indices")) { return false; } int index; if (name.begins_with("metadata/")) { index = name.get_slice("/", 2).to_int(); } else { index = name.get_slice("/", 1).to_int(); } array.set(index, p_value); return true; } bool EditorPropertyArrayObject::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (!name.begins_with("indices")) { return false; } int index; if (name.begins_with("metadata/")) { index = name.get_slice("/", 2).to_int(); } else { index = name.get_slice("/", 1).to_int(); } bool valid; r_ret = array.get(index, &valid); if (r_ret.get_type() == Variant::OBJECT && Object::cast_to(r_ret)) { r_ret = Object::cast_to(r_ret)->get_object_id(); } return valid; } void EditorPropertyArrayObject::set_array(const Variant &p_array) { array = p_array; } Variant EditorPropertyArrayObject::get_array() { return array; } EditorPropertyArrayObject::EditorPropertyArrayObject() { } /////////////////// bool EditorPropertyDictionaryObject::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name == "new_item_key") { new_item_key = p_value; return true; } if (name == "new_item_value") { new_item_value = p_value; return true; } if (name.begins_with("indices")) { int index = name.get_slicec('/', 1).to_int(); Variant key = dict.get_key_at_index(index); dict[key] = p_value; return true; } return false; } bool EditorPropertyDictionaryObject::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name == "new_item_key") { r_ret = new_item_key; return true; } if (name == "new_item_value") { r_ret = new_item_value; return true; } if (name.begins_with("indices")) { int index = name.get_slicec('/', 1).to_int(); Variant key = dict.get_key_at_index(index); r_ret = dict[key]; if (r_ret.get_type() == Variant::OBJECT && Object::cast_to(r_ret)) { r_ret = Object::cast_to(r_ret)->get_object_id(); } return true; } return false; } void EditorPropertyDictionaryObject::set_dict(const Dictionary &p_dict) { dict = p_dict; } Dictionary EditorPropertyDictionaryObject::get_dict() { return dict; } void EditorPropertyDictionaryObject::set_new_item_key(const Variant &p_new_item) { new_item_key = p_new_item; } Variant EditorPropertyDictionaryObject::get_new_item_key() { return new_item_key; } void EditorPropertyDictionaryObject::set_new_item_value(const Variant &p_new_item) { new_item_value = p_new_item; } Variant EditorPropertyDictionaryObject::get_new_item_value() { return new_item_value; } EditorPropertyDictionaryObject::EditorPropertyDictionaryObject() { } ///////////////////// ARRAY /////////////////////////// void EditorPropertyArray::initialize_array(Variant &p_array) { if (array_type == Variant::ARRAY && subtype != Variant::NIL) { Array array; StringName subtype_class; Ref