/**************************************************************************/ /* property_info.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. */ /**************************************************************************/ #pragma once #include "core/extension/gdextension_interface.gen.h" #include "core/variant/variant.h" template class TypedArray; enum PropertyHint { PROPERTY_HINT_NONE, ///< no hint provided. PROPERTY_HINT_RANGE, ///< hint_text = "min,max[,step][,or_greater][,or_less][,prefer_slider][,hide_control][,radians_as_degrees][,degrees][,exp][,suffix:] range. PROPERTY_HINT_ENUM, ///< hint_text= "val1,val2,val3,etc" PROPERTY_HINT_ENUM_SUGGESTION, ///< hint_text= "val1,val2,val3,etc" PROPERTY_HINT_EXP_EASING, /// exponential easing function (Math::ease) use "attenuation" hint string to revert (flip h), "positive_only" to exclude in-out and out-in. (ie: "attenuation,positive_only") PROPERTY_HINT_LINK, PROPERTY_HINT_FLAGS, ///< hint_text= "flag1,flag2,etc" (as bit flags) PROPERTY_HINT_LAYERS_2D_RENDER, PROPERTY_HINT_LAYERS_2D_PHYSICS, PROPERTY_HINT_LAYERS_2D_NAVIGATION, PROPERTY_HINT_LAYERS_3D_RENDER, PROPERTY_HINT_LAYERS_3D_PHYSICS, PROPERTY_HINT_LAYERS_3D_NAVIGATION, PROPERTY_HINT_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc," PROPERTY_HINT_DIR, ///< a directory path must be passed PROPERTY_HINT_GLOBAL_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc," PROPERTY_HINT_GLOBAL_DIR, ///< a directory path must be passed PROPERTY_HINT_RESOURCE_TYPE, ///< a comma-separated resource object type, e.g. "NoiseTexture,GradientTexture2D". Subclasses can be excluded with a "-" prefix if placed *after* the base class, e.g. "Texture2D,-MeshTexture". PROPERTY_HINT_MULTILINE_TEXT, ///< used for string properties that can contain multiple lines PROPERTY_HINT_EXPRESSION, ///< used for string properties that can contain multiple lines PROPERTY_HINT_PLACEHOLDER_TEXT, ///< used to set a placeholder text for string properties PROPERTY_HINT_COLOR_NO_ALPHA, ///< used for ignoring alpha component when editing a color PROPERTY_HINT_OBJECT_ID, PROPERTY_HINT_TYPE_STRING, ///< a type string, the hint is the base type to choose PROPERTY_HINT_NODE_PATH_TO_EDITED_NODE, // Deprecated. PROPERTY_HINT_OBJECT_TOO_BIG, ///< object is too big to send PROPERTY_HINT_NODE_PATH_VALID_TYPES, PROPERTY_HINT_SAVE_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,". This opens a save dialog PROPERTY_HINT_GLOBAL_SAVE_FILE, ///< a file path must be passed, hint_text (optionally) is a filter "*.png,*.wav,*.doc,". This opens a save dialog PROPERTY_HINT_INT_IS_OBJECTID, // Deprecated. PROPERTY_HINT_INT_IS_POINTER, PROPERTY_HINT_ARRAY_TYPE, PROPERTY_HINT_LOCALE_ID, PROPERTY_HINT_LOCALIZABLE_STRING, PROPERTY_HINT_NODE_TYPE, ///< a node object type PROPERTY_HINT_HIDE_QUATERNION_EDIT, /// Only Node3D::transform should hide the quaternion editor. PROPERTY_HINT_PASSWORD, PROPERTY_HINT_LAYERS_AVOIDANCE, PROPERTY_HINT_DICTIONARY_TYPE, PROPERTY_HINT_TOOL_BUTTON, PROPERTY_HINT_ONESHOT, ///< the property will be changed by self after setting, such as AudioStreamPlayer.playing, Particles.emitting. PROPERTY_HINT_NO_NODEPATH, /// < this property will not contain a NodePath, regardless of type (Array, Dictionary, List, etc.). Needed for SceneTreeDock. PROPERTY_HINT_GROUP_ENABLE, ///< used to make the property's group checkable. Only use for boolean types. PROPERTY_HINT_INPUT_NAME, PROPERTY_HINT_FILE_PATH, PROPERTY_HINT_MAX, }; enum PropertyUsageFlags { PROPERTY_USAGE_NONE = 0, PROPERTY_USAGE_STORAGE = 1 << 1, PROPERTY_USAGE_EDITOR = 1 << 2, PROPERTY_USAGE_INTERNAL = 1 << 3, PROPERTY_USAGE_CHECKABLE = 1 << 4, // Used for editing global variables. PROPERTY_USAGE_CHECKED = 1 << 5, // Used for editing global variables. PROPERTY_USAGE_GROUP = 1 << 6, // Used for grouping props in the editor. PROPERTY_USAGE_CATEGORY = 1 << 7, PROPERTY_USAGE_SUBGROUP = 1 << 8, PROPERTY_USAGE_CLASS_IS_BITFIELD = 1 << 9, PROPERTY_USAGE_NO_INSTANCE_STATE = 1 << 10, PROPERTY_USAGE_RESTART_IF_CHANGED = 1 << 11, PROPERTY_USAGE_SCRIPT_VARIABLE = 1 << 12, PROPERTY_USAGE_STORE_IF_NULL = 1 << 13, PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED = 1 << 14, PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE = 1 << 15, // Deprecated. PROPERTY_USAGE_CLASS_IS_ENUM = 1 << 16, PROPERTY_USAGE_NIL_IS_VARIANT = 1 << 17, PROPERTY_USAGE_ARRAY = 1 << 18, // Used in the inspector to group properties as elements of an array. PROPERTY_USAGE_ALWAYS_DUPLICATE = 1 << 19, // When duplicating a resource, always duplicate, even with subresource duplication disabled. PROPERTY_USAGE_NEVER_DUPLICATE = 1 << 20, // When duplicating a resource, never duplicate, even with subresource duplication enabled. PROPERTY_USAGE_HIGH_END_GFX = 1 << 21, PROPERTY_USAGE_NODE_PATH_FROM_SCENE_ROOT = 1 << 22, PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT = 1 << 23, PROPERTY_USAGE_KEYING_INCREMENTS = 1 << 24, // Used in inspector to increment property when keyed in animation player. PROPERTY_USAGE_DEFERRED_SET_RESOURCE = 1 << 25, // Deprecated. PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT = 1 << 26, // For Object properties, instantiate them when creating in editor. PROPERTY_USAGE_EDITOR_BASIC_SETTING = 1 << 27, //for project or editor settings, show when basic settings are selected. PROPERTY_USAGE_READ_ONLY = 1 << 28, // Mark a property as read-only in the inspector. PROPERTY_USAGE_SECRET = 1 << 29, // Export preset credentials that should be stored separately from the rest of the export config. PROPERTY_USAGE_DEFAULT = PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR, PROPERTY_USAGE_NO_EDITOR = PROPERTY_USAGE_STORAGE, }; struct PropertyInfo { Variant::Type type = Variant::NIL; String name; StringName class_name; // For classes PropertyHint hint = PROPERTY_HINT_NONE; String hint_string; uint32_t usage = PROPERTY_USAGE_DEFAULT; // If you are thinking about adding another member to this class, ask the maintainer (Juan) first. _FORCE_INLINE_ PropertyInfo added_usage(uint32_t p_fl) const { PropertyInfo pi = *this; pi.usage |= p_fl; return pi; } operator Dictionary() const; static PropertyInfo from_dict(const Dictionary &p_dict); PropertyInfo() {} PropertyInfo(const Variant::Type p_type, const String &p_name, const PropertyHint p_hint = PROPERTY_HINT_NONE, const String &p_hint_string = "", const uint32_t p_usage = PROPERTY_USAGE_DEFAULT, const StringName &p_class_name = StringName()) : type(p_type), name(p_name), hint(p_hint), hint_string(p_hint_string), usage(p_usage) { if (hint == PROPERTY_HINT_RESOURCE_TYPE) { class_name = hint_string; } else { class_name = p_class_name; } } PropertyInfo(const StringName &p_class_name) : type(Variant::OBJECT), class_name(p_class_name) {} explicit PropertyInfo(const GDExtensionPropertyInfo &pinfo) : type((Variant::Type)pinfo.type), name(*reinterpret_cast(pinfo.name)), class_name(*reinterpret_cast(pinfo.class_name)), hint((PropertyHint)pinfo.hint), hint_string(*reinterpret_cast(pinfo.hint_string)), usage(pinfo.usage) {} bool operator==(const PropertyInfo &p_info) const { return ((type == p_info.type) && (name == p_info.name) && (class_name == p_info.class_name) && (hint == p_info.hint) && (hint_string == p_info.hint_string) && (usage == p_info.usage)); } bool operator<(const PropertyInfo &p_info) const { return name < p_info.name; } }; TypedArray convert_property_list(const List *p_list); TypedArray convert_property_list(const Vector &p_vector);