text: /*************************************************************************/
  /*  item_list_editor_plugin.h                                            */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2015 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 ITEM_LIST_EDITOR_PLUGIN_H
  #define ITEM_LIST_EDITOR_PLUGIN_H
  
  #include "tools/editor/editor_plugin.h"
  #include "tools/editor/editor_node.h"
  #include "scene/gui/option_button.h"
  #include "scene/gui/menu_button.h"
  #include "scene/gui/popup_menu.h"
  #include "scene/gui/spin_box.h"
  
  /**
  	@author Juan Linietsky <reduzio@gmail.com>
  */
  
  
  class ItemListPlugin : public Object {
  
  	OBJ_TYPE(ItemListPlugin,Object);
  
  protected:
  
  	bool _set(const StringName& p_name, const Variant& p_value);
  	bool _get(const StringName& p_name,Variant &r_ret) const;
  	void _get_property_list( List<PropertyInfo> *p_list) const;
  
  
  public:
  
  	enum Flags {
  
  		FLAG_ICON=1,
  		FLAG_CHECKABLE=2,
  		FLAG_ACCEL=4,
  		FLAG_ID=8,
  		FLAG_ENABLE=16,
  		FLAG_SEPARATOR=32
  	};
  
  	virtual void set_object(Object *p_object)=0;
  
  	virtual bool handles(Object *p_object) const=0;
  
  	virtual int get_flags() const=0;
  
  	virtual void set_item_text(int p_idx,const String& p_text){}
  	virtual void set_item_icon(int p_idx,const Ref<Texture>& p_tex){}
  	virtual void set_item_checkable(int p_idx,bool p_check){}
  	virtual void set_item_checked(int p_idx,bool p_checked){}
  	virtual void set_item_accel(int p_idx,int p_accel){}
  	virtual void set_item_enabled(int p_idx,int p_enabled){}
  	virtual void set_item_id(int p_idx,int p_id){}
  	virtual void set_item_separator(int p_idx,bool p_separator){}
  
  
  	virtual String get_item_text(int p_idx) const{ return ""; };
  	virtual Ref<Texture> get_item_icon(int p_idx) const{ return Ref<Texture>(); };
  	virtual bool is_item_checkable(int p_idx) const{ return false; };
  	virtual bool is_item_checked(int p_idx) const{ return false; };
  	virtual int get_item_accel(int p_idx) const{ return 0; };
  	virtual bool is_item_enabled(int p_idx) const{ return false; };
  	virtual int get_item_id(int p_idx) const{ return -1; };
  	virtual bool is_item_separator(int p_idx) const{ return false; };
  
  	virtual void add_item()=0;
  	virtual int get_item_count() const=0;
  	virtual void erase(int p_idx)=0;
  
  	ItemListPlugin() {}
  };
  
  class ItemListEditor : public Control {
  
  	OBJ_TYPE(ItemListEditor, Control );
  
  	Node *item_list;
  
  	enum {
  
  		MENU_EDIT_ITEMS,
  		MENU_CLEAR
  	};
  
  	AcceptDialog *dialog;
  
  	PropertyEditor *prop_editor;
  
  	MenuButton * options;
  	int selected_idx;
  
  	Button *add_button;
  	Button *del_button;
  
  
  //	FileDialog *emission_file_dialog;
  	void _menu_option(int);
  
  	Vector<ItemListPlugin*> item_plugins;
  
  	void _node_removed(Node *p_node);
  	void _add_pressed();
  	void _delete_pressed();
  protected:
  
  	void _notification(int p_notification);
  
  	static void _bind_methods();
  public:
  
  	void edit(Node *p_item_list);
  	bool handles(Object *p_object) const;
  	void add_plugin(ItemListPlugin* p_plugin) { item_plugins.push_back(p_plugin); }
  	ItemListEditor();
  	~ItemListEditor();
  };
  
  class ItemListEditorPlugin : public EditorPlugin {
  
  	OBJ_TYPE( ItemListEditorPlugin, EditorPlugin );
  
  	ItemListEditor *item_list_editor;
  	EditorNode *editor;
  
  public:
  
  	virtual String get_name() const { return "ItemList"; }
  	bool has_main_screen() const { return false; }
  	virtual void edit(Object *p_node);
  	virtual bool handles(Object *p_node) const;
  	virtual void make_visible(bool p_visible);
  
  	ItemListEditorPlugin(EditorNode *p_node);
  	~ItemListEditorPlugin();
  
  };
  
  #endif // ITEM_LIST_EDITOR_PLUGIN_H
  