/*************************************************************************/ /* inspector_dock.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 INSPECTOR_DOCK_H #define INSPECTOR_DOCK_H #include "editor/animation_track_editor.h" #include "editor/connections_dialog.h" #include "editor/create_dialog.h" #include "editor/editor_data.h" #include "editor/editor_inspector.h" #include "editor/editor_path.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/control.h" #include "scene/gui/label.h" #include "scene/gui/popup_menu.h" #include "scene/gui/tool_button.h" class EditorNode; class InspectorDock : public VBoxContainer { GDCLASS(InspectorDock, VBoxContainer); enum MenuOptions { RESOURCE_LOAD, RESOURCE_SAVE, RESOURCE_SAVE_AS, RESOURCE_MAKE_BUILT_IN, RESOURCE_COPY, RESOURCE_EDIT_CLIPBOARD, OBJECT_COPY_PARAMS, OBJECT_PASTE_PARAMS, OBJECT_UNIQUE_RESOURCES, OBJECT_REQUEST_HELP, COLLAPSE_ALL, EXPAND_ALL, OBJECT_METHOD_BASE = 500 }; EditorNode *editor; EditorData *editor_data; EditorInspector *inspector; Object *current; ToolButton *backward_button; ToolButton *forward_button; EditorFileDialog *load_resource_dialog; CreateDialog *new_resource_dialog; ToolButton *resource_new_button; ToolButton *resource_load_button; MenuButton *resource_save_button; MenuButton *history_menu; LineEdit *search; MenuButton *object_menu; EditorPath *editor_path; Button *warning; AcceptDialog *warning_dialog; void _menu_option(int p_option); void _new_resource(); void _load_resource(const String &p_type = ""); void _open_resource_selector() { _load_resource(); }; // just used to call from arg-less signal void _resource_file_selected(String p_file); void _save_resource(bool save_as) const; void _unref_resource() const; void _copy_resource() const; void _paste_resource() const; void _warning_pressed(); void _resource_created() const; void _resource_selected(const RES &p_res, const String &p_property = "") const; void _edit_forward(); void _edit_back(); void _menu_collapseall(); void _menu_expandall(); void _select_history(int p_idx) const; void _prepare_history(); void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance); void _transform_keyed(Object *sp, const String &p_sub, const Transform &p_key); protected: static void _bind_methods(); public: void go_back(); void update_keying(); void edit_resource(const Ref<Resource> &p_resource); void open_resource(const String &p_type); void clear(); void set_warning(const String &p_message); void update(Object *p_object); Container *get_addon_area(); EditorInspector *get_inspector() { return inspector; } InspectorDock(EditorNode *p_editor, EditorData &p_editor_data); ~InspectorDock(); }; #endif