342 lines
10 KiB
C++
342 lines
10 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 "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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#include "scene_tree_editor.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class PropertyValueEvaluator;
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class CreateDialog;
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class PropertySelector;
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class CustomPropertyEditor : public Popup {
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GDCLASS(CustomPropertyEditor, Popup);
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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_REIMPORT = 6,
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OBJ_MENU_NEW_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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};
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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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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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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 _scroll_modified(double p_value);
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void _modified(String p_string);
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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 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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void set_value_evaluator(PropertyValueEvaluator *p_evaluator) { evaluator = p_evaluator; }
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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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class PropertyEditor : public Control {
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GDCLASS(PropertyEditor, Control);
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Tree *tree;
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Label *top_label;
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//Object *object;
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LineEdit *search_box;
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PropertyValueEvaluator *evaluator;
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Object *obj;
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StringName _prop_edited;
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bool capitalize_paths;
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bool changing;
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bool update_tree_pending;
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bool autoclear;
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bool keying;
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bool read_only;
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bool show_categories;
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bool show_type_icons;
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float refresh_countdown;
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bool use_doc_hints;
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bool use_filter;
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bool subsection_selectable;
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bool hide_script;
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HashMap<String, String> pending;
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String selected_property;
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Map<StringName, Map<StringName, String> > descr_cache;
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Map<StringName, String> class_descr_cache;
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CustomPropertyEditor *custom_editor;
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void _resource_edit_request();
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void _custom_editor_edited();
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void _custom_editor_edited_field(const String &p_field_name);
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void _custom_editor_request(bool p_arrow);
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void _item_selected();
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void _item_edited();
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TreeItem *get_parent_node(String p_path, HashMap<String, TreeItem *> &item_paths, TreeItem *root);
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void set_item_text(TreeItem *p_item, int p_type, const String &p_name, int p_hint = PROPERTY_HINT_NONE, const String &p_hint_text = "");
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TreeItem *find_item(TreeItem *p_item, const String &p_name);
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virtual void _changed_callback(Object *p_changed, const char *p_what);
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virtual void _changed_callbacks(Object *p_changed, const String &p_callback);
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void _check_reload_status(const String &p_name, TreeItem *item);
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void _edit_button(Object *p_item, int p_column, int p_button);
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void _node_removed(Node *p_node);
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friend class ProjectExportDialog;
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void _edit_set(const String &p_name, const Variant &p_value, bool p_refresh_all = false, const String &p_changed_field = "");
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void _draw_flags(Object *ti, const Rect2 &p_rect);
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bool _might_be_in_instance();
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bool _get_instanced_node_original_property(const StringName &p_prop, Variant &value);
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bool _is_property_different(const Variant &p_current, const Variant &p_orig, int p_usage = 0);
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void _refresh_item(TreeItem *p_item);
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void _set_range_def(Object *p_item, String prop, float p_frame);
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void _filter_changed(const String &p_text);
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void _mark_drop_fields(TreeItem *p_at);
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void _clear_drop_fields(TreeItem *p_at);
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bool _is_drop_valid(const Dictionary &p_drag_data, const Dictionary &p_item_data) const;
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _resource_preview_done(const String &p_path, const Ref<Texture> &p_preview, Variant p_ud);
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void _draw_transparency(Object *t, const Rect2 &p_rect);
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UndoRedo *undo_redo;
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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 set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }
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String get_selected_path() const;
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Tree *get_scene_tree();
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Label *get_top_label();
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void hide_top_label();
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void update_tree();
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void update_property(const String &p_prop);
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void refresh();
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void edit(Object *p_object);
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void set_keying(bool p_active);
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void set_read_only(bool p_read_only) {
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read_only = p_read_only;
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custom_editor->set_read_only(p_read_only);
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}
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void set_capitalize_paths(bool p_capitalize);
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void set_autoclear(bool p_enable);
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void set_show_categories(bool p_show);
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void set_use_doc_hints(bool p_enable) { use_doc_hints = p_enable; }
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void set_hide_script(bool p_hide) { hide_script = p_hide; }
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void set_use_filter(bool p_use);
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void register_text_enter(Node *p_line_edit);
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void set_subsection_selectable(bool p_selectable);
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PropertyEditor();
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~PropertyEditor();
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};
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class SectionedPropertyEditorFilter;
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class SectionedPropertyEditor : public HBoxContainer {
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GDCLASS(SectionedPropertyEditor, HBoxContainer);
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ObjectID obj;
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Tree *sections;
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SectionedPropertyEditorFilter *filter;
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Map<String, TreeItem *> section_map;
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PropertyEditor *editor;
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static void _bind_methods();
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void _section_selected();
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public:
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PropertyEditor *get_property_editor();
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void edit(Object *p_object);
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String get_full_item_path(const String &p_item);
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void set_current_section(const String &p_section);
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String get_current_section() const;
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void update_category_list();
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SectionedPropertyEditor();
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~SectionedPropertyEditor();
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};
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class PropertyValueEvaluator : public ValueEvaluator {
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GDCLASS(PropertyValueEvaluator, ValueEvaluator);
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Object *obj;
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ScriptLanguage *script_language;
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String _build_script(const String &p_text);
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_FORCE_INLINE_ double _default_eval(const String &p_text) {
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return p_text.to_double();
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}
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public:
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void edit(Object *p_obj);
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double eval(const String &p_text);
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PropertyValueEvaluator();
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~PropertyValueEvaluator();
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};
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#endif
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