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4154039832
Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
167 lines
5.9 KiB
C++
167 lines
5.9 KiB
C++
/**************************************************************************/
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/* inspector_dock.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 INSPECTOR_DOCK_H
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#define INSPECTOR_DOCK_H
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#include "editor/create_dialog.h"
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#include "editor/editor_data.h"
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#include "editor/editor_inspector.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tree.h"
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class EditorFileDialog;
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class EditorObjectSelector;
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class InspectorDock : public VBoxContainer {
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GDCLASS(InspectorDock, VBoxContainer);
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enum MenuOptions {
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RESOURCE_LOAD,
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RESOURCE_SAVE,
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RESOURCE_SAVE_AS,
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RESOURCE_SHOW_IN_FILESYSTEM,
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RESOURCE_MAKE_BUILT_IN,
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RESOURCE_COPY,
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RESOURCE_EDIT_CLIPBOARD,
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OBJECT_COPY_PARAMS,
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OBJECT_PASTE_PARAMS,
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OBJECT_UNIQUE_RESOURCES,
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OBJECT_REQUEST_HELP,
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COLLAPSE_ALL,
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EXPAND_ALL,
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EXPAND_REVERTABLE,
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// Matches `EditorPropertyNameProcessor::Style`.
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PROPERTY_NAME_STYLE_RAW,
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PROPERTY_NAME_STYLE_CAPITALIZED,
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PROPERTY_NAME_STYLE_LOCALIZED,
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OBJECT_METHOD_BASE = 500
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};
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EditorData *editor_data = nullptr;
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EditorInspector *inspector = nullptr;
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Object *current = nullptr;
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Button *backward_button = nullptr;
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Button *forward_button = nullptr;
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EditorFileDialog *load_resource_dialog = nullptr;
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CreateDialog *new_resource_dialog = nullptr;
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Button *resource_new_button = nullptr;
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Button *resource_load_button = nullptr;
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MenuButton *resource_save_button = nullptr;
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MenuButton *resource_extra_button = nullptr;
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MenuButton *history_menu = nullptr;
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LineEdit *search = nullptr;
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Button *open_docs_button = nullptr;
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MenuButton *object_menu = nullptr;
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EditorObjectSelector *object_selector = nullptr;
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bool info_is_warning = false; // Display in yellow and use warning icon if true.
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Button *info = nullptr;
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AcceptDialog *info_dialog = nullptr;
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int current_option = -1;
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ConfirmationDialog *unique_resources_confirmation = nullptr;
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Label *unique_resources_label = nullptr;
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Tree *unique_resources_list_tree = nullptr;
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EditorPropertyNameProcessor::Style property_name_style;
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List<Pair<StringName, Variant>> stored_properties;
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void _prepare_menu();
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void _menu_option(int p_option);
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void _menu_confirm_current();
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void _menu_option_confirm(int p_option, bool p_confirmed);
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void _new_resource();
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void _load_resource(const String &p_type = "");
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void _open_resource_selector() { _load_resource(); }; // just used to call from arg-less signal
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void _resource_file_selected(String p_file);
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void _save_resource(bool save_as);
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void _unref_resource();
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void _copy_resource();
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void _paste_resource();
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void _prepare_resource_extra_popup();
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Ref<Resource> _get_current_resource() const;
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void _info_pressed();
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void _resource_created();
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void _resource_selected(const Ref<Resource> &p_res, const String &p_property);
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void _edit_forward();
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void _edit_back();
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void _menu_collapseall();
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void _menu_expandall();
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void _menu_expand_revertable();
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void _select_history(int p_idx);
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void _prepare_history();
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private:
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static InspectorDock *singleton;
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public:
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static InspectorDock *get_singleton() { return singleton; }
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static EditorInspector *get_inspector_singleton() { return singleton->inspector; }
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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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void go_back();
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void edit_resource(const Ref<Resource> &p_resource);
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void open_resource(const String &p_type);
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void clear();
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void set_info(const String &p_button_text, const String &p_message, bool p_is_warning);
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void update(Object *p_object);
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Container *get_addon_area();
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EditorInspector *get_inspector() { return inspector; }
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EditorPropertyNameProcessor::Style get_property_name_style() const;
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void store_script_properties(Object *p_object);
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void apply_script_properties(Object *p_object);
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InspectorDock(EditorData &p_editor_data);
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~InspectorDock();
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};
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#endif // INSPECTOR_DOCK_H
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