mirror of
https://github.com/Relintai/pandemonium_engine.git
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143 lines
4.9 KiB
C++
143 lines
4.9 KiB
C++
#ifndef INSPECTOR_DOCK_H
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#define INSPECTOR_DOCK_H
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/*************************************************************************/
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/* inspector_dock.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 "editor/animation_track_editor.h"
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#include "editor/connections_dialog.h"
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#include "editor/create_dialog.h"
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#include "editor/editor_data.h"
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#include "editor/editor_inspector.h"
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#include "editor/editor_path.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/control.h"
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#include "scene/gui/label.h"
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#include "scene/gui/popup_menu.h"
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#include "scene/gui/tool_button.h"
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class EditorNode;
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class InspectorDock : public VBoxContainer {
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GDCLASS(InspectorDock, VBoxContainer);
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enum MenuOptions {
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RESOURCE_LOAD,
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RESOURCE_SAVE,
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RESOURCE_SAVE_AS,
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RESOURCE_MAKE_BUILT_IN,
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RESOURCE_COPY,
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RESOURCE_EDIT_CLIPBOARD,
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OBJECT_COPY_PARAMS,
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OBJECT_PASTE_PARAMS,
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OBJECT_UNIQUE_RESOURCES,
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OBJECT_REQUEST_HELP,
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COLLAPSE_ALL,
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EXPAND_ALL,
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OBJECT_METHOD_BASE = 500
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};
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EditorNode *editor;
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EditorData *editor_data;
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EditorInspector *inspector;
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Object *current;
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ToolButton *backward_button;
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ToolButton *forward_button;
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EditorFileDialog *load_resource_dialog;
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CreateDialog *new_resource_dialog;
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ToolButton *resource_new_button;
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ToolButton *resource_load_button;
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MenuButton *resource_save_button;
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MenuButton *resource_extra_button;
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MenuButton *history_menu;
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LineEdit *search;
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Button *open_docs_button;
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MenuButton *object_menu;
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EditorPath *editor_path;
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Button *warning;
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AcceptDialog *warning_dialog;
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void _menu_option(int p_option);
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void _new_resource();
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void _load_resource(const String &p_type = "");
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void _open_resource_selector() { _load_resource(); }; // just used to call from arg-less signal
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void _resource_file_selected(String p_file);
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void _save_resource(bool save_as) const;
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void _unref_resource() const;
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void _copy_resource() const;
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void _paste_resource() const;
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void _prepare_resource_extra_popup();
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void _warning_pressed();
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void _resource_created() const;
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void _resource_selected(const RES &p_res, const String &p_property = "") const;
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void _edit_forward();
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void _edit_back();
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void _menu_collapseall();
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void _menu_expandall();
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void _select_history(int p_idx) const;
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void _prepare_history();
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void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
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void _transform_keyed(Object *sp, const String &p_sub, const Transform &p_key);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void go_back();
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void update_keying();
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void edit_resource(const Ref<Resource> &p_resource);
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void open_resource(const String &p_type);
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void clear();
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void set_warning(const String &p_message);
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void update(Object *p_object);
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Container *get_addon_area();
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EditorInspector *get_inspector() { return inspector; }
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InspectorDock(EditorNode *p_editor, EditorData &p_editor_data);
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~InspectorDock();
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};
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#endif
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