text: /*************************************************************************/
  /*  property_selector.h                                                  */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
  /* 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 PROPERTYSELECTOR_H
  #define PROPERTYSELECTOR_H
  
  #include "editor/property_editor.h"
  #include "editor_help.h"
  #include "scene/gui/rich_text_label.h"
  
  class PropertySelector : public ConfirmationDialog {
  	GDCLASS(PropertySelector, ConfirmationDialog);
  
  	LineEdit *search_box;
  	Tree *search_options;
  
  	void _update_search();
  
  	void _sbox_input(const Ref<InputEvent> &p_ie);
  
  	void _confirmed();
  	void _text_changed(const String &p_newtext);
  
  	EditorHelpBit *help_bit;
  
  	bool properties;
  	String selected;
  	Variant::Type type;
  	String base_type;
  	ObjectID script;
  	Object *instance;
  	bool virtuals_only;
  
  	void _item_selected();
  
  	Vector<Variant::Type> type_filter;
  
  protected:
  	void _notification(int p_what);
  	static void _bind_methods();
  
  public:
  	void select_method_from_base_type(const String &p_base, const String &p_current = "", bool p_virtuals_only = false);
  	void select_method_from_script(const Ref<Script> &p_script, const String &p_current = "");
  	void select_method_from_basic_type(Variant::Type p_type, const String &p_current = "");
  	void select_method_from_instance(Object *p_instance, const String &p_current = "");
  
  	void select_property_from_base_type(const String &p_base, const String &p_current = "");
  	void select_property_from_script(const Ref<Script> &p_script, const String &p_current = "");
  	void select_property_from_basic_type(Variant::Type p_type, const String &p_current = "");
  	void select_property_from_instance(Object *p_instance, const String &p_current = "");
  
  	void set_type_filter(const Vector<Variant::Type> &p_type_filter);
  
  	PropertySelector();
  };
  
  #endif // PROPERTYSELECTOR_H
  