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PropertyHint.hx
119 lines (96 loc) · 4 KB
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PropertyHint.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
@:native("Godot.PropertyHint")
@:csNative
extern enum PropertyHint {
/**
No hint for the edited property.
**/
None;
/**
Hints that an integer or float property should be within a range specified via the hint string `"min,max"` or `"min,max,step"`. The hint string can optionally include `"or_greater"` and/or `"or_lesser"` to allow manual input going respectively above the max or below the min values. Example: `"-360,360,1,or_greater,or_lesser"`.
**/
Range;
/**
Hints that a float property should be within an exponential range specified via the hint string `"min,max"` or `"min,max,step"`. The hint string can optionally include `"or_greater"` and/or `"or_lesser"` to allow manual input going respectively above the max or below the min values. Example: `"0.01,100,0.01,or_greater"`.
**/
ExpRange;
/**
Hints that an integer, float or string property is an enumerated value to pick in a list specified via a hint string.
The hint string is a comma separated list of names such as `"Hello,Something,Else"`. For integer and float properties, the first name in the list has value 0, the next 1, and so on. Explicit values can also be specified by appending `:integer` to the name, e.g. `"Zero,One,Three:3,Four,Six:6"`.
**/
Enum;
/**
Hints that a float property should be edited via an exponential easing function. The hint string can include `"attenuation"` to flip the curve horizontally and/or `"inout"` to also include in/out easing.
**/
ExpEasing;
/**
Deprecated hint, unused.
**/
Length;
/**
Deprecated hint, unused.
**/
KeyAccel;
/**
Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like `"Bit0,Bit1,Bit2,,Bit4"`.
**/
Flags;
/**
Hints that an integer property is a bitmask using the optionally named 2D render layers.
**/
Layers2dRender;
/**
Hints that an integer property is a bitmask using the optionally named 2D physics layers.
**/
Layers2dPhysics;
/**
Hints that an integer property is a bitmask using the optionally named 3D render layers.
**/
Layers3dRender;
/**
Hints that an integer property is a bitmask using the optionally named 3D physics layers.
**/
Layers3dPhysics;
/**
Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like `"*.png,*.jpg"`.
**/
File;
/**
Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path.
**/
Dir;
/**
Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like `"*.png,*.jpg"`.
**/
GlobalFile;
/**
Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
**/
GlobalDir;
/**
Hints that a property is an instance of a `godot.Resource`-derived type, optionally specified via the hint string (e.g. `"Texture"`). Editing it will show a popup menu of valid resource types to instantiate.
**/
ResourceType;
/**
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
**/
MultilineText;
/**
Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
**/
PlaceholderText;
/**
Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.
**/
ColorNoAlpha;
/**
Hints that an image is compressed using lossy compression.
**/
ImageCompressLossy;
/**
Hints that an image is compressed using lossless compression.
**/
ImageCompressLossless;
}