godot/editor/inspector_dock.h

152 lines
5.2 KiB
C++

/*************************************************************************/
/* inspector_dock.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 INSPECTOR_DOCK_H
#define INSPECTOR_DOCK_H
#include "editor/animation_track_editor.h"
#include "editor/connections_dialog.h"
#include "editor/create_dialog.h"
#include "editor/editor_data.h"
#include "editor/editor_inspector.h"
#include "editor/editor_path.h"
#include "editor/editor_property_name_processor.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/control.h"
#include "scene/gui/label.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/tool_button.h"
class EditorNode;
class InspectorDock : public VBoxContainer {
GDCLASS(InspectorDock, VBoxContainer);
enum MenuOptions {
RESOURCE_LOAD,
RESOURCE_SAVE,
RESOURCE_SAVE_AS,
RESOURCE_MAKE_BUILT_IN,
RESOURCE_COPY,
RESOURCE_EDIT_CLIPBOARD,
OBJECT_COPY_PARAMS,
OBJECT_PASTE_PARAMS,
OBJECT_UNIQUE_RESOURCES,
OBJECT_REQUEST_HELP,
COLLAPSE_ALL,
EXPAND_ALL,
// Matches `EditorPropertyNameProcessor::Style`.
PROPERTY_NAME_STYLE_RAW,
PROPERTY_NAME_STYLE_CAPITALIZED,
PROPERTY_NAME_STYLE_LOCALIZED,
OBJECT_METHOD_BASE = 500
};
EditorNode *editor;
EditorData *editor_data;
EditorInspector *inspector;
Object *current;
ToolButton *backward_button;
ToolButton *forward_button;
EditorFileDialog *load_resource_dialog;
CreateDialog *new_resource_dialog;
ToolButton *resource_new_button;
ToolButton *resource_load_button;
MenuButton *resource_save_button;
MenuButton *resource_extra_button;
MenuButton *history_menu;
LineEdit *search;
Button *open_docs_button;
MenuButton *object_menu;
EditorPath *editor_path;
Button *warning;
AcceptDialog *warning_dialog;
EditorPropertyNameProcessor::Style property_name_style;
void _prepare_menu();
void _menu_option(int p_option);
void _new_resource();
void _load_resource(const String &p_type = "");
void _open_resource_selector() { _load_resource(); }; // just used to call from arg-less signal
void _resource_file_selected(String p_file);
void _save_resource(bool save_as) const;
void _unref_resource() const;
void _copy_resource() const;
void _paste_resource() const;
void _prepare_resource_extra_popup();
void _warning_pressed();
void _resource_created() const;
void _resource_selected(const RES &p_res, const String &p_property = "") const;
void _edit_forward();
void _edit_back();
void _menu_collapseall();
void _menu_expandall();
void _select_history(int p_idx) const;
void _prepare_history();
void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
void _transform_keyed(Object *sp, const String &p_sub, const Transform &p_key);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void go_back();
void update_keying();
void edit_resource(const Ref<Resource> &p_resource);
void open_resource(const String &p_type);
void clear();
void set_warning(const String &p_message);
void update(Object *p_object);
Container *get_addon_area();
EditorInspector *get_inspector() { return inspector; }
EditorPropertyNameProcessor::Style get_property_name_style() const;
InspectorDock(EditorNode *p_editor, EditorData &p_editor_data);
~InspectorDock();
};
#endif