godot/editor/editor_property_name_processor.h
reduz 746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00

71 lines
3.2 KiB
C++

/*************************************************************************/
/* editor_property_name_processor.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 */
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/*************************************************************************/
#ifndef EDITOR_PROPERTY_NAME_PROCESSOR_H
#define EDITOR_PROPERTY_NAME_PROCESSOR_H
#include "scene/main/node.h"
class EditorPropertyNameProcessor : public Node {
GDCLASS(EditorPropertyNameProcessor, Node);
static EditorPropertyNameProcessor *singleton;
mutable HashMap<String, String> capitalize_string_cache;
HashMap<String, String> capitalize_string_remaps;
// Capitalizes property path segments.
String _capitalize_name(const String &p_name) const;
public:
// Matches `interface/inspector/capitalize_properties` editor setting.
enum Style {
STYLE_RAW,
STYLE_CAPITALIZED,
STYLE_LOCALIZED,
};
static EditorPropertyNameProcessor *get_singleton() { return singleton; }
static Style get_default_inspector_style();
static Style get_settings_style();
static Style get_tooltip_style(Style p_style);
static bool is_localization_available();
// Turns property path segment into the given style.
String process_name(const String &p_name, Style p_style) const;
EditorPropertyNameProcessor();
~EditorPropertyNameProcessor();
};
#endif // EDITOR_PROPERTY_NAME_PROCESSOR_H