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c977adbd3b
Structure button layout so there is no more overlap.
182 lines
5.8 KiB
C++
182 lines
5.8 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "editor/editor_file_dialog.h"
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#include "editor/scene_tree_editor.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/color_picker.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/grid_container.h"
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#include "scene/gui/label.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/text_edit.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tree.h"
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class PropertyValueEvaluator;
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class CreateDialog;
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class PropertySelector;
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class EditorResourceConversionPlugin : public RefCounted {
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GDCLASS(EditorResourceConversionPlugin, RefCounted);
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protected:
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static void _bind_methods();
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GDVIRTUAL0RC(String, _converts_to)
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GDVIRTUAL1RC(bool, _handles, RES)
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GDVIRTUAL1RC(RES, _convert, RES)
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public:
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virtual String converts_to() const;
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virtual bool handles(const Ref<Resource> &p_resource) const;
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virtual Ref<Resource> convert(const Ref<Resource> &p_resource) const;
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};
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class CustomPropertyEditor : public PopupPanel {
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GDCLASS(CustomPropertyEditor, PopupPanel);
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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_NEW_SCRIPT = 6,
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OBJ_MENU_EXTEND_SCRIPT = 7,
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OBJ_MENU_SHOW_IN_FILE_SYSTEM = 8,
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TYPE_BASE_ID = 100,
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CONVERT_BASE_ID = 1000
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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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List<String> field_names;
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int hint;
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String hint_text;
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HBoxContainer *value_hboxes[MAX_VALUE_EDITORS / 4];
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VBoxContainer *value_vbox;
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LineEdit *value_editor[MAX_VALUE_EDITORS];
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int focused_value_editor;
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Label *value_label[MAX_VALUE_EDITORS];
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HScrollBar *scroll[4];
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HBoxContainer *action_hboxes;
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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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TextureRect *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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bool picking_viewport;
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GridContainer *checks20gc;
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CheckBox *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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CreateDialog *create_dialog;
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PropertySelector *property_select;
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Object *owner;
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bool updating;
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PropertyValueEvaluator *evaluator;
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void _text_edit_changed();
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void _file_selected(String p_file);
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void _modified(String p_string);
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real_t _parse_real_expression(String text);
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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 _create_dialog_callback();
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void _create_selected_property(const String &p_prop);
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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 Ref<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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void _emit_changed_whole_or_field();
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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 hide_menu();
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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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#endif
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