#ifndef EDITOR_PROPERTY_NAME_PROCESSOR_H #define EDITOR_PROPERTY_NAME_PROCESSOR_H /*************************************************************************/ /* editor_property_name_processor.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "scene/main/node.h" #include "core/containers/rb_map.h" #include "core/object/object.h" #include "core/string/ustring.h" class EditorPropertyNameProcessor : public Node { GDCLASS(EditorPropertyNameProcessor, Node); static EditorPropertyNameProcessor *singleton; RBMap capitalize_string_remaps; String _capitalize_name(const String &p_name) const; public: static EditorPropertyNameProcessor *get_singleton() { return singleton; } // Capitalize & localize property path segments. String process_name(const String &p_name) const; // Make tooltip string for names processed by process_name(). String make_tooltip_for_name(const String &p_name) const; EditorPropertyNameProcessor(); ~EditorPropertyNameProcessor(); }; #endif // EDITOR_PROPERTY_NAME_PROCESSOR_H