#ifndef DICTIONARY_PROPERTY_EDIT_H #define DICTIONARY_PROPERTY_EDIT_H /*************************************************************************/ /* dictionary_property_edit.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. */ /*************************************************************************/ #include "scene/main/node.h" #include "core/containers/list.h" #include "core/object/object.h" #include "core/object/object_id.h" #include "core/object/reference.h" #include "core/string/string_name.h" #include "core/string/ustring.h" #include "core/variant/variant.h" class Node; class DictionaryPropertyEdit : public Reference { GDCLASS(DictionaryPropertyEdit, Reference); ObjectID obj; StringName property; void _notif_change(); void _notif_changev(const String &p_v); void _set_key(const Variant &p_old_key, const Variant &p_new_key); void _set_value(const Variant &p_key, const Variant &p_value); Variant get_dictionary() const; bool _dont_undo_redo(); protected: static void _bind_methods(); bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; public: void edit(Object *p_obj, const StringName &p_prop); Node *get_node(); DictionaryPropertyEdit(); }; #endif // DICTIONARY_PROPERTY_EDIT_H