virtualx-engine/editor/multi_node_edit.h
Marius Hanl 6f7228e2da Fix Tooltips do not work properly when selecting multiple nodes (MultiNodeEdit)
The editor inspector will now get the edited class name from the MultiNodeEdit when it is used.
The name of the selected nodes is searched in the scene and if not found in the parent class(es).

This is a mostly clean backport from Godot 4.0.
2022-11-18 21:20:36 +01:00

65 lines
3 KiB
C++

/*************************************************************************/
/* multi_node_edit.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 MULTI_NODE_EDIT_H
#define MULTI_NODE_EDIT_H
#include "scene/main/node.h"
class MultiNodeEdit : public Reference {
GDCLASS(MultiNodeEdit, Reference);
List<NodePath> nodes;
struct PLData {
int uses;
PropertyInfo info;
};
bool _set_impl(const StringName &p_name, const Variant &p_value, const String &p_field);
protected:
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 clear_nodes();
void add_node(const NodePath &p_node);
int get_node_count() const;
NodePath get_node(int p_index) const;
StringName get_edited_class_name() const;
void set_property_field(const StringName &p_property, const Variant &p_value, const String &p_field);
MultiNodeEdit();
};
#endif // MULTI_NODE_EDIT_H