49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
93 lines
4.5 KiB
C++
93 lines
4.5 KiB
C++
/*************************************************************************/
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/* visual_script_property_selector.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 VISUALSCRIPT_PROPERTYSELECTOR_H
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#define VISUALSCRIPT_PROPERTYSELECTOR_H
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#include "editor/editor_help.h"
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#include "editor/property_editor.h"
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#include "scene/gui/rich_text_label.h"
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class VisualScriptPropertySelector : public ConfirmationDialog {
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GDCLASS(VisualScriptPropertySelector, ConfirmationDialog);
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LineEdit *search_box;
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Tree *search_options;
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void _update_search();
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void create_visualscript_item(const String &name, TreeItem *const root, const String &search_input, const String &text);
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void get_visual_node_names(const String &root_filter, const Set<String> &p_modifiers, bool &found, TreeItem *const root, LineEdit *const search_box);
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _confirmed();
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void _text_changed(const String &p_newtext);
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EditorHelpBit *help_bit;
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bool properties;
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bool visual_script_generic;
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bool connecting;
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String selected;
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Variant::Type type;
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String base_type;
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ObjectID script;
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Object *instance;
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bool virtuals_only;
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bool seq_connect;
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void _item_selected();
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Vector<Variant::Type> type_filter;
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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 select_method_from_base_type(const String &p_base, const String &p_current = "", const bool p_virtuals_only = false, const bool p_connecting = true, bool clear_text = true);
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void select_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false, bool p_seq_connect = false, const bool p_connecting = true, bool clear_text = true);
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void select_from_script(const Ref<Script> &p_script, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
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void select_from_basic_type(Variant::Type p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
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void select_from_action(const String &p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
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void select_from_instance(Object *p_instance, const String &p_current = "", const bool p_connecting = true, const String &p_basetype = "", bool clear_text = true);
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void select_from_visual_script(const String &p_base, const bool p_connecting = true, bool clear_text = true);
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void show_window(float p_screen_ratio);
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void set_type_filter(const Vector<Variant::Type> &p_type_filter);
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VisualScriptPropertySelector();
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};
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#endif // VISUALSCRIPT_PROPERTYSELECTOR_H
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