2017-10-17 14:39:31 +00:00
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/*************************************************************************/
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/* dictionary_property_edit.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2018-01-04 23:50:27 +00:00
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/* https://godotengine.org */
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2017-10-17 14:39:31 +00:00
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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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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2017-10-17 14:39:31 +00:00
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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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2018-01-04 23:50:27 +00:00
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2017-10-17 14:39:31 +00:00
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#ifndef DICTIONARY_PROPERTY_EDIT_H
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#define DICTIONARY_PROPERTY_EDIT_H
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#include "scene/main/node.h"
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class DictionaryPropertyEdit : public Reference {
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GDCLASS(DictionaryPropertyEdit, Reference);
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ObjectID obj;
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StringName property;
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void _notif_change();
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void _set_key(const Variant &p_old_key, const Variant &p_new_key);
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void _set_value(const Variant &p_key, const Variant &p_value);
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Variant get_dictionary() const;
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2019-02-14 13:19:03 +00:00
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bool _dont_undo_redo();
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2017-10-17 14:39:31 +00:00
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protected:
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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void edit(Object *p_obj, const StringName &p_prop);
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Node *get_node();
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DictionaryPropertyEdit();
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};
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#endif // DICTIONARY_PROPERTY_EDIT_H
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