/*************************************************************************/ /* property_editor.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 PROPERTY_EDITOR_H #define PROPERTY_EDITOR_H #include "editor/editor_file_dialog.h" #include "editor/scene_tree_editor.h" #include "scene/gui/button.h" #include "scene/gui/check_box.h" #include "scene/gui/check_button.h" #include "scene/gui/color_picker.h" #include "scene/gui/dialogs.h" #include "scene/gui/grid_container.h" #include "scene/gui/label.h" #include "scene/gui/menu_button.h" #include "scene/gui/split_container.h" #include "scene/gui/text_edit.h" #include "scene/gui/texture_rect.h" #include "scene/gui/tree.h" class PropertyValueEvaluator; class CreateDialog; class PropertySelector; class EditorResourceConversionPlugin : public Reference { GDCLASS(EditorResourceConversionPlugin, Reference); protected: static void _bind_methods(); public: virtual String converts_to() const; virtual bool handles(const Ref<Resource> &p_resource) const; virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const; }; class CustomPropertyEditor : public Popup { GDCLASS(CustomPropertyEditor, Popup); enum { MAX_VALUE_EDITORS = 12, MAX_ACTION_BUTTONS = 5, OBJ_MENU_LOAD = 0, OBJ_MENU_EDIT = 1, OBJ_MENU_CLEAR = 2, OBJ_MENU_MAKE_UNIQUE = 3, OBJ_MENU_COPY = 4, OBJ_MENU_PASTE = 5, OBJ_MENU_NEW_SCRIPT = 6, OBJ_MENU_EXTEND_SCRIPT = 7, OBJ_MENU_SHOW_IN_FILE_SYSTEM = 8, TYPE_BASE_ID = 100, CONVERT_BASE_ID = 1000 }; enum { EASING_LINEAR, EASING_EASE_IN, EASING_EASE_OUT, EASING_ZERO, EASING_IN_OUT, EASING_OUT_IN }; PopupMenu *menu; SceneTreeDialog *scene_tree; EditorFileDialog *file; ConfirmationDialog *error; String name; Variant::Type type; Variant v; List<String> field_names; int hint; String hint_text; LineEdit *value_editor[MAX_VALUE_EDITORS]; int focused_value_editor; Label *value_label[MAX_VALUE_EDITORS]; HScrollBar *scroll[4]; Button *action_buttons[MAX_ACTION_BUTTONS]; MenuButton *type_button; Vector<String> inheritors_array; TextureRect *texture_preview; ColorPicker *color_picker; TextEdit *text_edit; bool read_only; bool picking_viewport; GridContainer *checks20gc; CheckBox *checks20[20]; SpinBox *spinbox; HSlider *slider; Control *easing_draw; CreateDialog *create_dialog; PropertySelector *property_select; Object *owner; bool updating; PropertyValueEvaluator *evaluator; void _text_edit_changed(); void _file_selected(String p_file); void _modified(String p_string); real_t _parse_real_expression(String text); void _range_modified(double p_value); void _focus_enter(); void _focus_exit(); void _action_pressed(int p_which); void _type_create_selected(int p_idx); void _create_dialog_callback(); void _create_selected_property(const String &p_prop); void _color_changed(const Color &p_color); void _draw_easing(); void _menu_option(int p_which); void _drag_easing(const Ref<InputEvent> &p_ev); void _node_path_selected(NodePath p_path); void show_value_editors(int p_amount); void config_value_editors(int p_amount, int p_columns, int p_label_w, const List<String> &p_strings); void config_action_buttons(const List<String> &p_strings); void _emit_changed_whole_or_field(); protected: void _notification(int p_what); static void _bind_methods(); public: void hide_menu(); Variant get_variant() const; String get_name() const; void set_read_only(bool p_read_only) { read_only = p_read_only; } bool edit(Object *p_owner, const String &p_name, Variant::Type p_type, const Variant &p_variant, int p_hint, String p_hint_text); CustomPropertyEditor(); }; #endif