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4f8d7cae26
This also tweaks EditorFileDialog to use the same shortcut, while making it select the path text after focusing (like in most file managers). Ctrl + L / Cmd + Shift + G can also now be used to focus on the property name in the project settings editor, as well in the Input Map, Autoload, Shader Globals and Global Groups tabs.
71 lines
3.2 KiB
C++
71 lines
3.2 KiB
C++
/**************************************************************************/
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/* shader_globals_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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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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 SHADER_GLOBALS_EDITOR_H
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#define SHADER_GLOBALS_EDITOR_H
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#include "editor/editor_autoload_settings.h"
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#include "editor/editor_data.h"
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#include "editor/editor_plugin_settings.h"
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#include "editor/editor_sectioned_inspector.h"
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#include "scene/gui/tab_container.h"
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class ShaderGlobalsEditorInterface;
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class ShaderGlobalsEditor : public VBoxContainer {
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GDCLASS(ShaderGlobalsEditor, VBoxContainer)
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ShaderGlobalsEditorInterface *interface = nullptr;
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EditorInspector *inspector = nullptr;
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LineEdit *variable_name = nullptr;
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OptionButton *variable_type = nullptr;
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Button *variable_add = nullptr;
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String _check_new_variable_name(const String &p_variable_name);
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void _variable_name_text_changed(const String &p_variable_name);
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void _variable_added();
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void _variable_deleted(const String &p_variable);
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void _changed();
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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LineEdit *get_name_box() const;
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ShaderGlobalsEditor();
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~ShaderGlobalsEditor();
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};
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#endif // SHADER_GLOBALS_EDITOR_H
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