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# Solved Conflicts: # tools/editor/property_editor.cpp
240 lines
7.0 KiB
C++
240 lines
7.0 KiB
C++
/*************************************************************************/
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/* property_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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 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 PROPERTY_EDITOR_H
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#define PROPERTY_EDITOR_H
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/label.h"
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#include "tools/editor/editor_file_dialog.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/color_picker.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/texture_frame.h"
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#include "scene/gui/text_edit.h"
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#include "scene/gui/check_button.h"
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#include "scene_tree_editor.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class CustomPropertyEditor : public Popup {
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OBJ_TYPE( CustomPropertyEditor, Popup );
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enum {
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MAX_VALUE_EDITORS=12,
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MAX_ACTION_BUTTONS=5,
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OBJ_MENU_LOAD=0,
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OBJ_MENU_EDIT=1,
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OBJ_MENU_CLEAR=2,
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OBJ_MENU_MAKE_UNIQUE=3,
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OBJ_MENU_COPY=4,
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OBJ_MENU_PASTE=5,
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OBJ_MENU_REIMPORT=6,
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TYPE_BASE_ID=100
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};
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enum {
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EASING_LINEAR,
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EASING_EASE_IN,
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EASING_EASE_OUT,
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EASING_ZERO,
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EASING_IN_OUT,
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EASING_OUT_IN
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};
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PopupMenu *menu;
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SceneTreeDialog *scene_tree;
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EditorFileDialog *file;
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ConfirmationDialog *error;
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String name;
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Variant::Type type;
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Variant v;
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int hint;
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String hint_text;
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LineEdit *value_editor[MAX_VALUE_EDITORS];
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Label *value_label[MAX_VALUE_EDITORS];
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HScrollBar *scroll[4];
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Button *action_buttons[MAX_ACTION_BUTTONS];
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MenuButton *type_button;
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Vector<String> inheritors_array;
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TextureFrame *texture_preview;
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ColorPicker *color_picker;
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TextEdit *text_edit;
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bool read_only;
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Button *checks20[20];
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SpinBox *spinbox;
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HSlider *slider;
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Control *easing_draw;
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Object* owner;
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bool updating;
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void _text_edit_changed();
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void _file_selected(String p_file);
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void _scroll_modified(double p_value);
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void _modified(String p_string);
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void _range_modified(double p_value);
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void _focus_enter();
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void _focus_exit();
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void _action_pressed(int p_which);
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void _type_create_selected(int p_idx);
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void _color_changed(const Color& p_color);
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void _draw_easing();
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void _menu_option(int p_which);
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void _drag_easing(const InputEvent& p_ev);
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void _node_path_selected(NodePath p_path);
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void show_value_editors(int p_amount);
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void config_value_editors(int p_amount, int p_columns,int p_label_w,const List<String>& p_strings);
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void config_action_buttons(const List<String>& p_strings);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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Variant get_variant() const;
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String get_name() const;
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void set_read_only(bool p_read_only) { read_only=p_read_only; }
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bool edit(Object* p_owner,const String& p_name,Variant::Type p_type, const Variant& p_variant,int p_hint,String p_hint_text);
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CustomPropertyEditor();
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};
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class PropertyEditor : public Control {
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OBJ_TYPE( PropertyEditor, Control );
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Tree *tree;
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Label *top_label;
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//Object *object;
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Object* obj;
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Array _prop_edited_name;
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StringName _prop_edited;
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bool capitalize_paths;
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bool changing;
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bool update_tree_pending;
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bool autoclear;
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bool keying;
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bool read_only;
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bool show_categories;
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float refresh_countdown;
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bool use_doc_hints;
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HashMap<String,String> pending;
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String selected_property;
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Map<StringName,Map<StringName,String> > descr_cache;
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Map<StringName,String > class_descr_cache;
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CustomPropertyEditor *custom_editor;
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void _resource_edit_request();
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void _custom_editor_edited();
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void _custom_editor_request(bool p_arrow);
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void _item_selected();
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void _item_edited();
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TreeItem *get_parent_node(String p_path,HashMap<String,TreeItem*>& item_paths,TreeItem *root);
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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="");
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TreeItem *find_item(TreeItem *p_item,const String& p_name);
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virtual void _changed_callback(Object *p_changed,const char * p_what);
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virtual void _changed_callbacks(Object *p_changed,const String& p_callback);
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void _edit_button(Object *p_item, int p_column, int p_button);
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void _node_removed(Node *p_node);
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void _edit_set(const String& p_name, const Variant& p_value);
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void _draw_flags(Object *ti,const Rect2& p_rect);
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bool _might_be_in_instance();
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bool _get_instanced_node_original_property(const StringName& p_prop,Variant& value);
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bool _is_property_different(const Variant& p_current, const Variant& p_orig,int p_usage=0);
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void _refresh_item(TreeItem *p_item);
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void _set_range_def(Object *p_item, String prop, float p_frame);
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UndoRedo *undo_redo;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }
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String get_selected_path() const;
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Tree *get_scene_tree();
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Label* get_top_label();
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void hide_top_label();
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void update_tree();
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void update_property(const String& p_prop);
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void refresh();
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void edit(Object* p_object);
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void set_keying(bool p_active);
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void set_read_only(bool p_read_only) { read_only=p_read_only; custom_editor->set_read_only(p_read_only);}
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void set_capitalize_paths(bool p_capitalize);
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void set_autoclear(bool p_enable);
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void set_show_categories(bool p_show);
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void set_use_doc_hints(bool p_enable) { use_doc_hints=p_enable; }
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PropertyEditor();
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~PropertyEditor();
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};
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#endif
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