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Happy new year to the wonderful Godot community!
214 lines
7.2 KiB
C++
214 lines
7.2 KiB
C++
/*************************************************************************/
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/* scene_tree_dock.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 SCENE_TREE_DOCK_H
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#define SCENE_TREE_DOCK_H
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#include "editor/connections_dialog.h"
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#include "editor/create_dialog.h"
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#include "editor/editor_data.h"
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#include "editor/editor_sub_scene.h"
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#include "editor/groups_editor.h"
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#include "editor/reparent_dialog.h"
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#include "editor/script_create_dialog.h"
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#include "scene/animation/animation_player.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/control.h"
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#include "scene/gui/label.h"
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#include "scene/gui/popup_menu.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/tree.h"
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#include "scene_tree_editor.h"
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class EditorNode;
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class SceneTreeDock : public VBoxContainer {
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GDCLASS(SceneTreeDock, VBoxContainer);
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enum Tool {
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TOOL_NEW,
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TOOL_INSTANCE,
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TOOL_REPLACE,
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TOOL_ATTACH_SCRIPT,
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TOOL_CLEAR_SCRIPT,
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TOOL_MOVE_UP,
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TOOL_MOVE_DOWN,
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TOOL_DUPLICATE,
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TOOL_REPARENT,
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TOOL_NEW_SCENE_FROM,
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TOOL_MERGE_FROM_SCENE,
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TOOL_MULTI_EDIT,
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TOOL_ERASE,
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TOOL_COPY_NODE_PATH,
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TOOL_BUTTON_MAX,
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TOOL_SCENE_EDITABLE_CHILDREN,
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TOOL_SCENE_USE_PLACEHOLDER,
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TOOL_SCENE_CLEAR_INSTANCING,
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TOOL_SCENE_OPEN,
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TOOL_SCENE_CLEAR_INHERITANCE,
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TOOL_SCENE_CLEAR_INHERITANCE_CONFIRM,
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TOOL_SCENE_OPEN_INHERITED
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};
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enum {
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EDIT_SUBRESOURCE_BASE = 100
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};
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Vector<ObjectID> subresources;
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bool restore_script_editor_on_drag;
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int current_option;
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CreateDialog *create_dialog;
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ToolButton *button_add;
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ToolButton *button_instance;
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ToolButton *button_create_script;
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ToolButton *button_clear_script;
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HBoxContainer *button_hb;
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ToolButton *edit_local, *edit_remote;
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SceneTreeEditor *scene_tree;
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Control *remote_tree;
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HBoxContainer *tool_hbc;
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void _tool_selected(int p_tool, bool p_confirm_override = false);
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EditorData *editor_data;
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EditorSelection *editor_selection;
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ScriptCreateDialog *script_create_dialog;
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AcceptDialog *accept;
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ConfirmationDialog *delete_dialog;
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ReparentDialog *reparent_dialog;
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EditorFileDialog *file;
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EditorSubScene *import_subscene_dialog;
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EditorFileDialog *new_scene_from_dialog;
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LineEdit *filter;
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TextureRect *filter_icon;
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PopupMenu *menu;
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PopupMenu *menu_subresources;
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ConfirmationDialog *clear_inherit_confirm;
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bool first_enter;
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void _create();
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Node *scene_root;
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Node *edited_scene;
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EditorNode *editor;
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void _add_children_to_popup(Object *p_obj, int p_depth);
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void _node_reparent(NodePath p_path, bool p_keep_global_xform);
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void _do_reparent(Node *p_new_parent, int p_position_in_parent, Vector<Node *> p_nodes, bool p_keep_global_xform);
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void _set_owners(Node *p_owner, const Array &p_nodes);
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void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root);
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void _load_request(const String &p_path);
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void _script_open_request(const Ref<Script> &p_script);
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bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
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void _node_selected();
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void _node_renamed();
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void _script_created(Ref<Script> p_script);
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void _delete_confirm();
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void _node_prerenamed(Node *p_node, const String &p_new_name);
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void _nodes_drag_begin();
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void _input(Ref<InputEvent> p_event);
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void _unhandled_key_input(Ref<InputEvent> p_event);
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void _import_subscene();
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void _new_scene_from(String p_file);
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bool _validate_no_foreign();
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void _selection_changed();
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void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath> > *p_renames);
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void _normalize_drop(Node *&to_node, int &to_pos, int p_type);
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void _nodes_dragged(Array p_nodes, NodePath p_to, int p_type);
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void _files_dropped(Vector<String> p_files, NodePath p_to, int p_type);
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void _script_dropped(String p_file, NodePath p_to);
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void _tree_rmb(const Vector2 &p_menu_pos);
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void _filter_changed(const String &p_filter);
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void _perform_instance_scenes(const Vector<String> &p_files, Node *parent, int p_pos);
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void _replace_with_branch_scene(const String &p_file, Node *base);
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void _file_selected(String p_file);
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void _remote_tree_selected();
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void _local_tree_selected();
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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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String get_filter();
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void set_filter(const String &p_filter);
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void _focus_node();
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void import_subscene();
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void set_edited_scene(Node *p_scene);
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void instance(const String &p_file);
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void instance_scenes(const Vector<String> &p_files, Node *p_parent = NULL);
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void set_selected(Node *p_node, bool p_emit_selected = false);
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void fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath> > *p_renames);
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void perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath> > *p_renames, Map<Ref<Animation>, Set<int> > *r_rem_anims = NULL);
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SceneTreeEditor *get_tree_editor() { return scene_tree; }
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EditorData *get_editor_data() { return editor_data; }
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void add_remote_tree_editor(Control *p_remote);
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void show_remote_tree();
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void hide_remote_tree();
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void show_tab_buttons();
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void hide_tab_buttons();
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void open_script_dialog(Node *p_for_node);
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SceneTreeDock(EditorNode *p_editor, Node *p_scene_root, EditorSelection *p_editor_selection, EditorData &p_editor_data);
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};
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#endif // SCENE_TREE_DOCK_H
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