godot/editor/property_selector.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

84 lines
3.8 KiB
C++

/*************************************************************************/
/* property_selector.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "editor/editor_help.h"
#include "editor/property_editor.h"
#include "scene/gui/rich_text_label.h"
class PropertySelector : public ConfirmationDialog {
GDCLASS(PropertySelector, ConfirmationDialog);
LineEdit *search_box = nullptr;
Tree *search_options = nullptr;
void _text_changed(const String &p_newtext);
void _sbox_input(const Ref<InputEvent> &p_ie);
void _update_search();
void _confirmed();
void _item_selected();
void _hide_requested();
EditorHelpBit *help_bit = nullptr;
bool properties;
String selected;
Variant::Type type;
String base_type;
ObjectID script;
Object *instance = nullptr;
bool virtuals_only = false;
Vector<Variant::Type> type_filter;
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 = "", bool p_virtuals_only = false);
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, const String &p_current = "");
void select_property_from_instance(Object *p_instance, const String &p_current = "");
void set_type_filter(const Vector<Variant::Type> &p_type_filter);
PropertySelector();
};
#endif // PROPERTYSELECTOR_H