godot/editor/scene_tree_dock.h
Andrii Doroshenko (Xrayez) 824f68483f Add ability to expand/collapse nodes recursively in scene tree dock
To expand or collapse the node recursively (all children), hold `Shift`
button and click on the node's folding arrow.

The popup menu option `Expand/Collapse All" checks whether any node
is expanded or collapsed first and performs the opposite operation. That
means if any children node is collapsed, it will first expand all nodes
at selected node.

Co-authored-by: Rikhardur Bjarni Einarsson (MunWolf) badulf96@gmail.com
2019-04-21 13:50:30 +03:00

261 lines
8.3 KiB
C++

/*************************************************************************/
/* scene_tree_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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.*/
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*************************************************************************/
#ifndef SCENE_TREE_DOCK_H
#define SCENE_TREE_DOCK_H
#include "editor/connections_dialog.h"
#include "editor/create_dialog.h"
#include "editor/editor_data.h"
#include "editor/editor_sub_scene.h"
#include "editor/groups_editor.h"
#include "editor/quick_open.h"
#include "editor/rename_dialog.h"
#include "editor/reparent_dialog.h"
#include "editor/script_create_dialog.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/control.h"
#include "scene/gui/label.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/tree.h"
#include "scene_tree_editor.h"
class EditorNode;
class SceneTreeDock : public VBoxContainer {
GDCLASS(SceneTreeDock, VBoxContainer);
enum Tool {
TOOL_NEW,
TOOL_INSTANCE,
TOOL_EXPAND_COLLAPSE,
TOOL_RENAME,
TOOL_BATCH_RENAME,
TOOL_REPLACE,
TOOL_ATTACH_SCRIPT,
TOOL_CLEAR_SCRIPT,
TOOL_MOVE_UP,
TOOL_MOVE_DOWN,
TOOL_DUPLICATE,
TOOL_REPARENT,
TOOL_MAKE_ROOT,
TOOL_NEW_SCENE_FROM,
TOOL_MERGE_FROM_SCENE,
TOOL_MULTI_EDIT,
TOOL_ERASE,
TOOL_COPY_NODE_PATH,
TOOL_BUTTON_MAX,
TOOL_OPEN_DOCUMENTATION,
TOOL_SCENE_EDITABLE_CHILDREN,
TOOL_SCENE_USE_PLACEHOLDER,
TOOL_SCENE_MAKE_LOCAL,
TOOL_SCENE_OPEN,
TOOL_SCENE_CLEAR_INHERITANCE,
TOOL_SCENE_CLEAR_INHERITANCE_CONFIRM,
TOOL_SCENE_OPEN_INHERITED,
TOOL_CREATE_2D_SCENE,
TOOL_CREATE_3D_SCENE,
TOOL_CREATE_USER_INTERFACE,
TOOL_CREATE_FAVORITE,
};
enum {
EDIT_SUBRESOURCE_BASE = 100
};
Vector<ObjectID> subresources;
bool restore_script_editor_on_drag;
int current_option;
CreateDialog *create_dialog;
RenameDialog *rename_dialog;
ToolButton *button_add;
ToolButton *button_instance;
ToolButton *button_create_script;
ToolButton *button_clear_script;
HBoxContainer *button_hb;
ToolButton *edit_local, *edit_remote;
SceneTreeEditor *scene_tree;
Control *remote_tree;
HBoxContainer *tool_hbc;
void _tool_selected(int p_tool, bool p_confirm_override = false);
void _node_collapsed(Object *p_obj);
EditorData *editor_data;
EditorSelection *editor_selection;
ScriptCreateDialog *script_create_dialog;
AcceptDialog *accept;
ConfirmationDialog *delete_dialog;
ConfirmationDialog *editable_instance_remove_dialog;
ReparentDialog *reparent_dialog;
EditorQuickOpen *quick_open;
EditorSubScene *import_subscene_dialog;
EditorFileDialog *new_scene_from_dialog;
LineEdit *filter;
TextureRect *filter_icon;
PopupMenu *menu;
PopupMenu *menu_subresources;
ConfirmationDialog *clear_inherit_confirm;
bool first_enter;
void _create();
Node *scene_root;
Node *edited_scene;
EditorNode *editor;
VBoxContainer *create_root_dialog;
String selected_favorite_root;
void _add_children_to_popup(Object *p_obj, int p_depth);
void _node_reparent(NodePath p_path, bool p_keep_global_xform);
void _do_reparent(Node *p_new_parent, int p_position_in_parent, Vector<Node *> p_nodes, bool p_keep_global_xform);
bool _is_collapsed_recursive(TreeItem *p_item) const;
void _set_collapsed_recursive(TreeItem *p_item, bool p_collapsed);
void _set_owners(Node *p_owner, const Array &p_nodes);
enum ReplaceOwnerMode {
MODE_BIDI,
MODE_DO,
MODE_UNDO
};
void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root, ReplaceOwnerMode p_mode = MODE_BIDI);
void _load_request(const String &p_path);
void _script_open_request(const Ref<Script> &p_script);
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
void _node_selected();
void _node_renamed();
void _script_created(Ref<Script> p_script);
void _delete_confirm();
void _toggle_editable_children();
void _node_prerenamed(Node *p_node, const String &p_new_name);
void _nodes_drag_begin();
void _input(Ref<InputEvent> p_event);
void _unhandled_key_input(Ref<InputEvent> p_event);
void _import_subscene();
void _new_scene_from(String p_file);
bool _validate_no_foreign();
void _selection_changed();
void _update_script_button();
void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, NodePath> > *p_renames);
void _normalize_drop(Node *&to_node, int &to_pos, int p_type);
void _nodes_dragged(Array p_nodes, NodePath p_to, int p_type);
void _files_dropped(Vector<String> p_files, NodePath p_to, int p_type);
void _script_dropped(String p_file, NodePath p_to);
void _quick_open();
void _tree_rmb(const Vector2 &p_menu_pos);
void _filter_changed(const String &p_filter);
void _perform_instance_scenes(const Vector<String> &p_files, Node *parent, int p_pos);
void _replace_with_branch_scene(const String &p_file, Node *base);
void _file_selected(String p_file);
void _remote_tree_selected();
void _local_tree_selected();
void _update_create_root_dialog();
void _favorite_root_selected(const String &p_class);
void _feature_profile_changed();
bool profile_allow_editing;
bool profile_allow_script_editing;
protected:
void _notification(int p_what);
static void _bind_methods();
public:
String get_filter();
void set_filter(const String &p_filter);
void _focus_node();
void import_subscene();
void set_edited_scene(Node *p_scene);
void instance(const String &p_file);
void instance_scenes(const Vector<String> &p_files, Node *p_parent = NULL);
void set_selected(Node *p_node, bool p_emit_selected = false);
void fill_path_renames(Node *p_node, Node *p_new_parent, List<Pair<NodePath, NodePath> > *p_renames);
void perform_node_renames(Node *p_base, List<Pair<NodePath, NodePath> > *p_renames, Map<Ref<Animation>, Set<int> > *r_rem_anims = NULL);
SceneTreeEditor *get_tree_editor() { return scene_tree; }
EditorData *get_editor_data() { return editor_data; }
void add_remote_tree_editor(Control *p_remote);
void show_remote_tree();
void hide_remote_tree();
void show_tab_buttons();
void hide_tab_buttons();
void replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties = true);
void open_script_dialog(Node *p_for_node);
ScriptCreateDialog *get_script_create_dialog() { return script_create_dialog; }
SceneTreeDock(EditorNode *p_editor, Node *p_scene_root, EditorSelection *p_editor_selection, EditorData &p_editor_data);
};
#endif // SCENE_TREE_DOCK_H