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authorJuan Linietsky <reduzio@gmail.com>2016-09-10 14:44:28 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-09-10 14:44:28 -0300
commit75f292f8eb1d5afa9c29817e8cb9401ab5fa166f (patch)
treeedf9fe3fb997fe3de9dc4b02d4279de4060e072a
parentb16f41a10aa307adaa7e6af9f666ec0526658ad9 (diff)
Add API for inspecting objects from EditorPlugin, as requested in one of the comments of #6254
-rw-r--r--tools/editor/editor_plugin.cpp5
-rw-r--r--tools/editor/editor_plugin.h5
2 files changed, 9 insertions, 1 deletions
diff --git a/tools/editor/editor_plugin.cpp b/tools/editor/editor_plugin.cpp
index 5e671549ef..fa5de096e0 100644
--- a/tools/editor/editor_plugin.cpp
+++ b/tools/editor/editor_plugin.cpp
@@ -298,6 +298,10 @@ Control *EditorPlugin::get_base_control() {
return EditorNode::get_singleton()->get_gui_base();
}
+void EditorPlugin::inspect_object(Object *p_obj,const String& p_for_property) {
+
+ EditorNode::get_singleton()->push_item(p_obj,p_for_property);
+}
void EditorPlugin::_bind_methods() {
@@ -315,6 +319,7 @@ void EditorPlugin::_bind_methods() {
ObjectTypeDB::bind_method(_MD("add_export_plugin","plugin:EditorExportPlugin"),&EditorPlugin::add_export_plugin);
ObjectTypeDB::bind_method(_MD("remove_export_plugin","plugin:EditorExportPlugin"),&EditorPlugin::remove_export_plugin);
+ ObjectTypeDB::bind_method(_MD("inspect_object","object","for_property"),&EditorPlugin::inspect_object,DEFVAL(String()));
ObjectTypeDB::bind_method(_MD("get_base_control:Control"),&EditorPlugin::get_base_control);
ObjectTypeDB::bind_method(_MD("get_undo_redo:UndoRedo"),&EditorPlugin::_get_undo_redo);
diff --git a/tools/editor/editor_plugin.h b/tools/editor/editor_plugin.h
index 9a9c32357d..69aea402d5 100644
--- a/tools/editor/editor_plugin.h
+++ b/tools/editor/editor_plugin.h
@@ -116,7 +116,10 @@ public:
virtual bool get_remove_list(List<Node*> *p_list);
virtual void set_window_layout(Ref<ConfigFile> p_layout);
virtual void get_window_layout(Ref<ConfigFile> p_layout);
- virtual void edited_scene_changed(){}; // if changes are pending in editor, apply them
+ virtual void edited_scene_changed(){} // if changes are pending in editor, apply them
+
+
+ virtual void inspect_object(Object *p_obj,const String& p_for_property=String());
void queue_save_layout() const;