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168 | /**************************************************************************/
/* 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);<--- Class 'InspectorDock' has a constructor with 1 argument that is not explicit. [+]Class 'InspectorDock' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~InspectorDock();
};
#endif // INSPECTOR_DOCK_H
|