3890256fc5
Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
83 lines
3.6 KiB
C++
83 lines
3.6 KiB
C++
/*************************************************************************/
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/* property_selector.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PROPERTYSELECTOR_H
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#define PROPERTYSELECTOR_H
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#include "tools/editor/property_editor.h"
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#include "scene/gui/rich_text_label.h"
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#include "editor_help.h"
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class PropertySelector : public ConfirmationDialog {
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GDCLASS(PropertySelector,ConfirmationDialog )
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LineEdit *search_box;
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Tree *search_options;
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void _update_search();
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void _sbox_input(const InputEvent& p_ie);
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void _confirmed();
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void _text_changed(const String& p_newtext);
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EditorHelpBit *help_bit;
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bool properties;
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String selected;
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Variant::Type type;
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InputEvent::Type event_type;
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String base_type;
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ObjectID script;
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Object *instance;
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void _item_selected();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void select_method_from_base_type(const String& p_base,const String& p_current="");
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void select_method_from_script(const Ref<Script>& p_script,const String& p_current="");
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void select_method_from_basic_type(Variant::Type p_type,const String& p_current="");
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void select_method_from_instance(Object* p_instance, const String &p_current="");
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void select_property_from_base_type(const String& p_base,const String& p_current="");
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void select_property_from_script(const Ref<Script>& p_script,const String& p_current="");
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void select_property_from_basic_type(Variant::Type p_type,InputEvent::Type p_event_type,const String& p_current="");
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void select_property_from_instance(Object* p_instance, const String &p_current="");
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PropertySelector();
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};
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#endif // PROPERTYSELECTOR_H
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