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62 lines
3.0 KiB
C++
62 lines
3.0 KiB
C++
#ifndef EDITOR_PROPERTY_NAME_PROCESSOR_H
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#define EDITOR_PROPERTY_NAME_PROCESSOR_H
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/*************************************************************************/
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/* editor_property_name_processor.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/main/node.h"
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#include "core/containers/map.h"
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#include "core/object/object.h"
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#include "core/string/ustring.h"
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class EditorPropertyNameProcessor : public Node {
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GDCLASS(EditorPropertyNameProcessor, Node);
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static EditorPropertyNameProcessor *singleton;
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Map<String, String> capitalize_string_remaps;
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String _capitalize_name(const String &p_name) const;
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public:
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static EditorPropertyNameProcessor *get_singleton() { return singleton; }
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// Capitalize & localize property path segments.
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String process_name(const String &p_name) const;
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// Make tooltip string for names processed by process_name().
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String make_tooltip_for_name(const String &p_name) const;
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EditorPropertyNameProcessor();
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~EditorPropertyNameProcessor();
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};
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#endif // EDITOR_PROPERTY_NAME_PROCESSOR_H
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