/*************************************************************************/ /* property_editor.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "scene/gui/tree.h" #include "scene/gui/button.h" #include "scene/gui/label.h" #include "tools/editor/editor_file_dialog.h" #include "scene/gui/dialogs.h" #include "scene/gui/color_picker.h" #include "scene/gui/menu_button.h" #include "scene/gui/texture_frame.h" #include "scene/gui/text_edit.h" #include "scene/gui/check_button.h" #include "scene_tree_editor.h" /** @author Juan Linietsky */ class CustomPropertyEditor : public Popup { OBJ_TYPE( 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_REIMPORT=6, TYPE_BASE_ID=100 }; 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; int hint; String hint_text; LineEdit *value_editor[MAX_VALUE_EDITORS]; Label *value_label[MAX_VALUE_EDITORS]; HScrollBar *scroll[4]; Button *action_buttons[MAX_ACTION_BUTTONS]; MenuButton *type_button; Vector inheritors_array; TextureFrame *texture_preview; ColorPicker *color_picker; TextEdit *text_edit; bool read_only; Button *checks20[20]; Control *easing_draw; Object* owner; bool updating; void _text_edit_changed(); void _file_selected(String p_file); void _scroll_modified(double p_value); void _modified(String p_string); void _focus_enter(); void _focus_exit(); void _action_pressed(int p_which); void _type_create_selected(int p_idx); void _color_changed(const Color& p_color); void _draw_easing(); void _menu_option(int p_which); void _drag_easing(const 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& p_strings); void config_action_buttons(const List& p_strings); protected: void _notification(int p_what); static void _bind_methods(); public: 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(); }; class PropertyEditor : public Control { OBJ_TYPE( PropertyEditor, Control ); Tree *tree; Label *top_label; //Object *object; Object* obj; Array _prop_edited_name; StringName _prop_edited; bool capitalize_paths; bool changing; bool update_tree_pending; bool autoclear; bool keying; bool read_only; bool show_categories; float refresh_countdown; HashMap pending; String selected_property; CustomPropertyEditor *custom_editor; void _resource_edit_request(); void _custom_editor_edited(); void _custom_editor_request(bool p_arrow); void _item_selected(); void _item_edited(); TreeItem *get_parent_node(String p_path,HashMap& item_paths,TreeItem *root); 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=""); TreeItem *find_item(TreeItem *p_item,const String& p_name); virtual void _changed_callback(Object *p_changed,const char * p_what); virtual void _changed_callbacks(Object *p_changed,const String& p_callback); void _edit_button(Object *p_item, int p_column, int p_button); void _node_removed(Node *p_node); void _edit_set(const String& p_name, const Variant& p_value); void _draw_flags(Object *ti,const Rect2& p_rect); Node *get_instanced_node(); void _refresh_item(TreeItem *p_item); void _set_range_def(Object *p_item, String prop, float p_frame); UndoRedo *undo_redo; protected: void _notification(int p_what); static void _bind_methods(); public: void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; } String get_selected_path() const; Tree *get_scene_tree(); Label* get_top_label(); void hide_top_label(); void update_tree(); void update_property(const String& p_prop); void refresh(); void edit(Object* p_object); void set_keying(bool p_active); void set_read_only(bool p_read_only) { read_only=p_read_only; custom_editor->set_read_only(p_read_only);} void set_capitalize_paths(bool p_capitalize); void set_autoclear(bool p_enable); void set_show_categories(bool p_show); PropertyEditor(); ~PropertyEditor(); }; #endif