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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
89 lines
3.5 KiB
C++
89 lines
3.5 KiB
C++
/*************************************************************************/
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/* quick_open.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_QUICK_OPEN_H
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#define EDITOR_QUICK_OPEN_H
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#include "core/templates/oa_hash_map.h"
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#include "editor_file_system.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tree.h"
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class EditorQuickOpen : public ConfirmationDialog {
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GDCLASS(EditorQuickOpen, ConfirmationDialog);
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LineEdit *search_box;
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Tree *search_options;
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StringName base_type;
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bool allow_multi_select;
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Vector<String> files;
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OAHashMap<String, Ref<Texture2D>> icons;
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struct Entry {
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String path;
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float score = 0;
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};
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struct EntryComparator {
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_FORCE_INLINE_ bool operator()(const Entry &A, const Entry &B) const {
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return A.score > B.score;
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}
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};
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void _update_search();
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void _build_search_cache(EditorFileSystemDirectory *p_efsd);
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float _score_path(const String &p_search, const String &p_path);
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void _confirmed();
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virtual void cancel_pressed() override;
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void _cleanup();
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void _sbox_input(const Ref<InputEvent> &p_ie);
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void _text_changed(const String &p_newtext);
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void _theme_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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StringName get_base_type() const;
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String get_selected() const;
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Vector<String> get_selected_files() const;
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void popup_dialog(const StringName &p_base, bool p_enable_multi = false, bool p_dontclear = false);
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EditorQuickOpen();
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};
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#endif // EDITOR_QUICK_OPEN_H
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