c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
339 lines
9.4 KiB
C++
339 lines
9.4 KiB
C++
/*************************************************************************/
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/* property_editor.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 PROPERTY_EDITOR_H
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#define PROPERTY_EDITOR_H
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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#include "tools/editor/editor_file_dialog.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/color_picker.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/texture_frame.h"
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#include "scene/gui/text_edit.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/split_container.h"
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#include "scene_tree_editor.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class PropertyValueEvaluator;
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class CreateDialog;
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class PropertySelector;
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class CustomPropertyEditor : public Popup {
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OBJ_TYPE( CustomPropertyEditor, Popup );
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enum {
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MAX_VALUE_EDITORS=12,
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MAX_ACTION_BUTTONS=5,
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OBJ_MENU_LOAD=0,
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OBJ_MENU_EDIT=1,
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OBJ_MENU_CLEAR=2,
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OBJ_MENU_MAKE_UNIQUE=3,
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OBJ_MENU_COPY=4,
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OBJ_MENU_PASTE=5,
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OBJ_MENU_REIMPORT=6,
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OBJ_MENU_NEW_SCRIPT=7,
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TYPE_BASE_ID=100
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};
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enum {
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EASING_LINEAR,
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EASING_EASE_IN,
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EASING_EASE_OUT,
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EASING_ZERO,
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EASING_IN_OUT,
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EASING_OUT_IN
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};
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PopupMenu *menu;
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SceneTreeDialog *scene_tree;
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EditorFileDialog *file;
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ConfirmationDialog *error;
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String name;
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Variant::Type type;
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Variant v;
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int hint;
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String hint_text;
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LineEdit *value_editor[MAX_VALUE_EDITORS];
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Label *value_label[MAX_VALUE_EDITORS];
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HScrollBar *scroll[4];
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Button *action_buttons[MAX_ACTION_BUTTONS];
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MenuButton *type_button;
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Vector<String> inheritors_array;
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TextureFrame *texture_preview;
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ColorPicker *color_picker;
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TextEdit *text_edit;
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bool read_only;
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CheckBox *checks20[20];
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SpinBox *spinbox;
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HSlider *slider;
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Control *easing_draw;
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CreateDialog *create_dialog;
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PropertySelector *property_select;
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Object* owner;
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bool updating;
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PropertyValueEvaluator *evaluator;
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void _text_edit_changed();
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void _file_selected(String p_file);
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void _scroll_modified(double p_value);
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void _modified(String p_string);
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void _range_modified(double p_value);
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void _focus_enter();
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void _focus_exit();
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void _action_pressed(int p_which);
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void _type_create_selected(int p_idx);
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void _create_dialog_callback();
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void _create_selected_property(const String &p_prop);
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void _color_changed(const Color& p_color);
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void _draw_easing();
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void _menu_option(int p_which);
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void _drag_easing(const InputEvent& p_ev);
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void _node_path_selected(NodePath p_path);
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void show_value_editors(int p_amount);
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void config_value_editors(int p_amount, int p_columns,int p_label_w,const List<String>& p_strings);
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void config_action_buttons(const List<String>& p_strings);
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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 hide_menu();
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Variant get_variant() const;
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String get_name() const;
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void set_read_only(bool p_read_only) { read_only=p_read_only; }
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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();
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};
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class PropertyEditor : public Control {
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OBJ_TYPE( PropertyEditor, Control );
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Tree *tree;
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Label *top_label;
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//Object *object;
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LineEdit *search_box;
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PropertyValueEvaluator *evaluator;
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Object* obj;
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Array _prop_edited_name;
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StringName _prop_edited;
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bool capitalize_paths;
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bool changing;
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bool update_tree_pending;
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bool autoclear;
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bool keying;
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bool read_only;
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bool show_categories;
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bool show_type_icons;
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float refresh_countdown;
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bool use_doc_hints;
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bool use_filter;
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bool subsection_selectable;
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HashMap<String,String> pending;
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String selected_property;
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Map<StringName,Map<StringName,String> > descr_cache;
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Map<StringName,String > class_descr_cache;
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CustomPropertyEditor *custom_editor;
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void _resource_edit_request();
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void _custom_editor_edited();
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void _custom_editor_request(bool p_arrow);
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void _item_selected();
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void _item_edited();
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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);
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virtual void _changed_callbacks(Object *p_changed,const String& p_callback);
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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);
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friend class ProjectExportDialog;
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void _edit_set(const String& p_name, const Variant& p_value);
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void _draw_flags(Object *ti,const Rect2& p_rect);
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bool _might_be_in_instance();
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bool _get_instanced_node_original_property(const StringName& p_prop,Variant& value);
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bool _is_property_different(const Variant& p_current, const Variant& p_orig,int p_usage=0);
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void _refresh_item(TreeItem *p_item);
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void _set_range_def(Object *p_item, String prop, float p_frame);
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void _filter_changed(const String& p_text);
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void _mark_drop_fields(TreeItem* p_at);
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void _clear_drop_fields(TreeItem* p_at);
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bool _is_drop_valid(const Dictionary& p_drag_data, const Dictionary& p_item_data) const;
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Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
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bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
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void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
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void _resource_preview_done(const String& p_path,const Ref<Texture>& p_preview,Variant p_ud);
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UndoRedo *undo_redo;
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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 set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }
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String get_selected_path() const;
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Tree *get_scene_tree();
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Label* get_top_label();
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void hide_top_label();
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void update_tree();
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void update_property(const String& p_prop);
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void refresh();
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void edit(Object* p_object);
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void set_keying(bool p_active);
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void set_read_only(bool p_read_only) { read_only=p_read_only; custom_editor->set_read_only(p_read_only);}
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void set_capitalize_paths(bool p_capitalize);
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void set_autoclear(bool p_enable);
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void set_show_categories(bool p_show);
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void set_use_doc_hints(bool p_enable) { use_doc_hints=p_enable; }
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void set_use_filter(bool p_use);
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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();
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};
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class SectionedPropertyEditorFilter;
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class SectionedPropertyEditor : public HBoxContainer {
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OBJ_TYPE(SectionedPropertyEditor,HBoxContainer);
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ObjectID obj;
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ItemList *sections;
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SectionedPropertyEditorFilter *filter;
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PropertyEditor *editor;
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static void _bind_methods();
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void _section_selected(int p_which);
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public:
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PropertyEditor *get_property_editor();
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void edit(Object* p_object);
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String get_full_item_path(const String& p_item);
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void set_current_section(const String& p_section);
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String get_current_section() const;
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void update_category_list();
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SectionedPropertyEditor();
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~SectionedPropertyEditor();
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};
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class PropertyValueEvaluator : public ValueEvaluator {
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OBJ_TYPE( PropertyValueEvaluator, ValueEvaluator );
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Object *obj;
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ScriptLanguage *script_language;
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String _build_script(const String& p_text);
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_FORCE_INLINE_ double _default_eval(const String& p_text) {
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return p_text.to_double();
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}
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public:
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void edit(Object *p_obj);
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double eval(const String& p_text);
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PropertyValueEvaluator();
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~PropertyValueEvaluator();
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};
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#endif
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