godot/tools/editor/property_selector.h
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00

84 lines
3.6 KiB
C++

/*************************************************************************/
/* property_selector.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 PROPERTYSELECTOR_H
#define PROPERTYSELECTOR_H
#include "tools/editor/property_editor.h"
#include "scene/gui/rich_text_label.h"
#include "editor_help.h"
class PropertySelector : public ConfirmationDialog {
GDCLASS(PropertySelector,ConfirmationDialog )
LineEdit *search_box;
Tree *search_options;
void _update_search();
void _sbox_input(const InputEvent& p_ie);
void _confirmed();
void _text_changed(const String& p_newtext);
EditorHelpBit *help_bit;
bool properties;
String selected;
Variant::Type type;
InputEvent::Type event_type;
String base_type;
ObjectID script;
Object *instance;
void _item_selected();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void select_method_from_base_type(const String& p_base,const String& p_current="");
void select_method_from_script(const Ref<Script>& p_script,const String& p_current="");
void select_method_from_basic_type(Variant::Type p_type,const String& p_current="");
void select_method_from_instance(Object* p_instance, const String &p_current="");
void select_property_from_base_type(const String& p_base,const String& p_current="");
void select_property_from_script(const Ref<Script>& p_script,const String& p_current="");
void select_property_from_basic_type(Variant::Type p_type,InputEvent::Type p_event_type,const String& p_current="");
void select_property_from_instance(Object* p_instance, const String &p_current="");
PropertySelector();
};
#endif // PROPERTYSELECTOR_H