godot/editor/inspector_dock.h

169 lines
6 KiB
C++

/**************************************************************************/
/* inspector_dock.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/create_dialog.h"
#include "editor/editor_data.h"
#include "editor/editor_inspector.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/tree.h"
class EditorFileDialog;
class EditorObjectSelector;
class InspectorDock : public VBoxContainer {
GDCLASS(InspectorDock, VBoxContainer);
enum MenuOptions {
RESOURCE_LOAD,
RESOURCE_SAVE,
RESOURCE_SAVE_AS,
RESOURCE_SHOW_IN_FILESYSTEM,
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,
EXPAND_REVERTABLE,
// Matches `EditorPropertyNameProcessor::Style`.
PROPERTY_NAME_STYLE_RAW,
PROPERTY_NAME_STYLE_CAPITALIZED,
PROPERTY_NAME_STYLE_LOCALIZED,
OBJECT_METHOD_BASE = 500
};
EditorData *editor_data = nullptr;
EditorInspector *inspector = nullptr;
Object *current = nullptr;
Button *backward_button = nullptr;
Button *forward_button = nullptr;
EditorFileDialog *load_resource_dialog = nullptr;
CreateDialog *new_resource_dialog = nullptr;
Button *resource_new_button = nullptr;
Button *resource_load_button = nullptr;
MenuButton *resource_save_button = nullptr;
MenuButton *resource_extra_button = nullptr;
MenuButton *history_menu = nullptr;
LineEdit *search = nullptr;
Button *open_docs_button = nullptr;
MenuButton *object_menu = nullptr;
EditorObjectSelector *object_selector = nullptr;
bool info_is_warning = false; // Display in yellow and use warning icon if true.
Button *info = nullptr;
AcceptDialog *info_dialog = nullptr;
int current_option = -1;
ConfirmationDialog *unique_resources_confirmation = nullptr;
Label *unique_resources_label = nullptr;
Tree *unique_resources_list_tree = nullptr;
EditorPropertyNameProcessor::Style property_name_style;
List<Pair<StringName, Variant>> stored_properties;
void _prepare_menu();
void _menu_option(int p_option);
void _menu_confirm_current();
void _menu_option_confirm(int p_option, bool p_confirmed);
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(const String &p_file);
void _save_resource(bool save_as);
void _unref_resource();
void _copy_resource();
void _paste_resource();
void _prepare_resource_extra_popup();
Ref<Resource> _get_current_resource() const;
void _info_pressed();
void _resource_created();
void _resource_selected(const Ref<Resource> &p_res, const String &p_property);
void _edit_forward();
void _edit_back();
void _menu_collapseall();
void _menu_expandall();
void _menu_expand_revertable();
void _select_history(int p_idx);
void _prepare_history();
virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
private:
static InspectorDock *singleton;
public:
static InspectorDock *get_singleton() { return singleton; }
static EditorInspector *get_inspector_singleton() { return singleton->inspector; }
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void go_back();
void edit_resource(const Ref<Resource> &p_resource);
void open_resource(const String &p_type);
void clear();
void set_info(const String &p_button_text, const String &p_message, bool p_is_warning);
void update(Object *p_object);
Container *get_addon_area();
EditorInspector *get_inspector() { return inspector; }
EditorPropertyNameProcessor::Style get_property_name_style() const;
void store_script_properties(Object *p_object);
void apply_script_properties(Object *p_object);
InspectorDock(EditorData &p_editor_data);
~InspectorDock();
};
#endif // INSPECTOR_DOCK_H