property_selector.h 3.7 KB

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  1. /*************************************************************************/
  2. /* property_selector.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef PROPERTYSELECTOR_H
  31. #define PROPERTYSELECTOR_H
  32. #include "editor/property_editor.h"
  33. #include "editor_help.h"
  34. #include "scene/gui/rich_text_label.h"
  35. class PropertySelector : public ConfirmationDialog {
  36. GDCLASS(PropertySelector, ConfirmationDialog)
  37. LineEdit *search_box;
  38. Tree *search_options;
  39. void _update_search();
  40. void _sbox_input(const Ref<InputEvent> &p_ie);
  41. void _confirmed();
  42. void _text_changed(const String &p_newtext);
  43. EditorHelpBit *help_bit;
  44. bool properties;
  45. String selected;
  46. Variant::Type type;
  47. String base_type;
  48. ObjectID script;
  49. Object *instance;
  50. bool virtuals_only;
  51. void _item_selected();
  52. Vector<Variant::Type> type_filter;
  53. protected:
  54. void _notification(int p_what);
  55. static void _bind_methods();
  56. public:
  57. void select_method_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false);
  58. void select_method_from_script(const Ref<Script> &p_script, const String &p_current = "");
  59. void select_method_from_basic_type(Variant::Type p_type, const String &p_current = "");
  60. void select_method_from_instance(Object *p_instance, const String &p_current = "");
  61. void select_property_from_base_type(const String &p_base, const String &p_current = "");
  62. void select_property_from_script(const Ref<Script> &p_script, const String &p_current = "");
  63. void select_property_from_basic_type(Variant::Type p_type, const String &p_current = "");
  64. void select_property_from_instance(Object *p_instance, const String &p_current = "");
  65. void set_type_filter(const Vector<Variant::Type> &p_type_filter);
  66. PropertySelector();
  67. };
  68. #endif // PROPERTYSELECTOR_H