godot/modules/visual_script/visual_script_property_selector.h
Rémi Verschelde 818f1eed31 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 14:53:37 +02:00

93 lines
4.5 KiB
C++

/*************************************************************************/
/* visual_script_property_selector.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 VISUAL_SCRIPT_PROPERTY_SELECTOR_H
#define VISUAL_SCRIPT_PROPERTY_SELECTOR_H
#include "editor/editor_help.h"
#include "editor/property_editor.h"
#include "scene/gui/rich_text_label.h"
class VisualScriptPropertySelector : public ConfirmationDialog {
GDCLASS(VisualScriptPropertySelector, ConfirmationDialog);
LineEdit *search_box;
Tree *search_options;
void _update_search();
void create_visualscript_item(const String &name, TreeItem *const root, const String &search_input, const String &text);
void get_visual_node_names(const String &root_filter, const Set<String> &p_modifiers, bool &found, TreeItem *const root, LineEdit *const search_box);
void _sbox_input(const Ref<InputEvent> &p_ie);
void _confirmed();
void _text_changed(const String &p_newtext);
EditorHelpBit *help_bit;
bool properties;
bool visual_script_generic;
bool connecting;
String selected;
Variant::Type type;
String base_type;
ObjectID script;
Object *instance;
bool virtuals_only;
bool seq_connect;
void _item_selected();
Vector<Variant::Type> type_filter;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
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);
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);
void select_from_script(const Ref<Script> &p_script, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
void select_from_basic_type(Variant::Type p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
void select_from_action(const String &p_type, const String &p_current = "", const bool p_connecting = true, bool clear_text = true);
void select_from_instance(Object *p_instance, const String &p_current = "", const bool p_connecting = true, const String &p_basetype = "", bool clear_text = true);
void select_from_visual_script(const String &p_base, const bool p_connecting = true, bool clear_text = true);
void show_window(float p_screen_ratio);
void set_type_filter(const Vector<Variant::Type> &p_type_filter);
VisualScriptPropertySelector();
};
#endif // VISUAL_SCRIPT_PROPERTY_SELECTOR_H