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90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
331 lines
11 KiB
C++
331 lines
11 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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/create_dialog.h"
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#include "editor/editor_data.h"
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#include "editor/editor_quick_open.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/tree.h"
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#include "scene_tree_editor.h"
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#include "modules/modules_enabled.gen.h" // For regex.
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#ifdef MODULE_REGEX_ENABLED
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class RenameDialog;
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#endif // MODULE_REGEX_ENABLED
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class ShaderCreateDialog;
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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_INSTANTIATE,
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TOOL_EXPAND_COLLAPSE,
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TOOL_CUT,
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TOOL_COPY,
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TOOL_PASTE,
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TOOL_RENAME,
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#ifdef MODULE_REGEX_ENABLED
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TOOL_BATCH_RENAME,
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#endif // MODULE_REGEX_ENABLED
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TOOL_REPLACE,
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TOOL_EXTEND_SCRIPT,
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TOOL_ATTACH_SCRIPT,
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TOOL_DETACH_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_REPARENT_TO_NEW_NODE,
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TOOL_MAKE_ROOT,
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TOOL_NEW_SCENE_FROM,
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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_OPEN_DOCUMENTATION,
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TOOL_AUTO_EXPAND,
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TOOL_SCENE_EDITABLE_CHILDREN,
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TOOL_SCENE_USE_PLACEHOLDER,
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TOOL_SCENE_MAKE_LOCAL,
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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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TOOL_TOGGLE_SCENE_UNIQUE_NAME,
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TOOL_CREATE_2D_SCENE,
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TOOL_CREATE_3D_SCENE,
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TOOL_CREATE_USER_INTERFACE,
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TOOL_CREATE_FAVORITE,
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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 reset_create_dialog = false;
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int current_option = 0;
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CreateDialog *create_dialog = nullptr;
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#ifdef MODULE_REGEX_ENABLED
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RenameDialog *rename_dialog = nullptr;
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#endif // MODULE_REGEX_ENABLED
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Button *button_add = nullptr;
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Button *button_instance = nullptr;
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Button *button_create_script = nullptr;
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Button *button_detach_script = nullptr;
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MenuButton *button_tree_menu = nullptr;
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Button *button_2d = nullptr;
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Button *button_3d = nullptr;
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Button *button_ui = nullptr;
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Button *button_custom = nullptr;
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Button *button_clipboard = nullptr;
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HBoxContainer *button_hb = nullptr;
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Button *edit_local, *edit_remote;
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SceneTreeEditor *scene_tree = nullptr;
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Control *remote_tree = nullptr;
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HBoxContainer *tool_hbc = nullptr;
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void _tool_selected(int p_tool, bool p_confirm_override = false);
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void _property_selected(int p_idx);
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void _node_collapsed(Object *p_obj);
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Node *property_drop_node = nullptr;
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String resource_drop_path;
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void _perform_property_drop(Node *p_node, String p_property, Ref<Resource> p_res);
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EditorData *editor_data = nullptr;
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EditorSelection *editor_selection = nullptr;
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List<Node *> node_clipboard;
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String clipboard_source_scene;
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HashMap<String, HashMap<Ref<Resource>, Ref<Resource>>> clipboard_resource_remap;
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ScriptCreateDialog *script_create_dialog = nullptr;
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ShaderCreateDialog *shader_create_dialog = nullptr;
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AcceptDialog *accept = nullptr;
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ConfirmationDialog *delete_dialog = nullptr;
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ConfirmationDialog *editable_instance_remove_dialog = nullptr;
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ConfirmationDialog *placeholder_editable_instance_remove_dialog = nullptr;
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ReparentDialog *reparent_dialog = nullptr;
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EditorQuickOpen *quick_open = nullptr;
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EditorFileDialog *new_scene_from_dialog = nullptr;
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LineEdit *filter = nullptr;
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TextureRect *filter_icon = nullptr;
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PopupMenu *menu = nullptr;
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PopupMenu *menu_subresources = nullptr;
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PopupMenu *menu_properties = nullptr;
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ConfirmationDialog *clear_inherit_confirm = nullptr;
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bool first_enter = true;
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void _create();
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void _do_create(Node *p_parent);
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Node *scene_root = nullptr;
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Node *edited_scene = nullptr;
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Node *pending_click_select = nullptr;
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bool tree_clicked = false;
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VBoxContainer *create_root_dialog = nullptr;
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String selected_favorite_root;
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Ref<ShaderMaterial> selected_shader_material;
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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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bool _is_collapsed_recursive(TreeItem *p_item) const;
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void _set_collapsed_recursive(TreeItem *p_item, bool p_collapsed);
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void _set_owners(Node *p_owner, const Array &p_nodes);
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enum ReplaceOwnerMode {
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MODE_BIDI,
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MODE_DO,
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MODE_UNDO
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};
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void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root, ReplaceOwnerMode p_mode = MODE_BIDI);
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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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void _push_item(Object *p_object);
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void _handle_select(Node *p_node);
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bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
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bool _track_inherit(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 _shader_created(Ref<Shader> p_shader);
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void _script_creation_closed();
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void _shader_creation_closed();
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void _delete_confirm(bool p_cut = false);
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void _toggle_editable_children_from_selection();
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void _toggle_editable_children(Node *p_node);
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void _toggle_placeholder_from_selection();
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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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virtual void input(const Ref<InputEvent> &p_event) override;
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virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
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void _import_subscene();
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void _new_scene_from(String p_file);
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void _set_node_owner_recursive(Node *p_node, Node *p_owner);
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bool _validate_no_foreign();
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bool _validate_no_instance();
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void _selection_changed();
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void _update_script_button();
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void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, HashMap<Node *, 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 _quick_open();
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void _tree_rmb(const Vector2 &p_menu_pos);
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void _update_tree_menu();
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void _filter_changed(const String &p_filter);
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void _perform_instantiate_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 _remote_tree_selected();
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void _local_tree_selected();
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void _update_create_root_dialog();
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void _favorite_root_selected(const String &p_class);
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void _feature_profile_changed();
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void _clear_clipboard();
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void _create_remap_for_node(Node *p_node, HashMap<Ref<Resource>, Ref<Resource>> &r_remap);
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void _create_remap_for_resource(Ref<Resource> p_resource, HashMap<Ref<Resource>, Ref<Resource>> &r_remap);
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bool profile_allow_editing = true;
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bool profile_allow_script_editing = true;
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static void _update_configuration_warning();
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bool _update_node_path(Node *p_root_node, NodePath &r_node_path, HashMap<Node *, NodePath> *p_renames) const;
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bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, HashMap<Node *, NodePath> *p_renames) const;
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private:
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static SceneTreeDock *singleton;
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public:
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static SceneTreeDock *get_singleton() { return singleton; }
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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 save_branch_to_file(String p_directory);
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void _focus_node();
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void import_subscene();
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void add_root_node(Node *p_node);
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void set_edited_scene(Node *p_scene);
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void instantiate(const String &p_file);
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void instantiate_scenes(const Vector<String> &p_files, Node *p_parent = nullptr);
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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, HashMap<Node *, NodePath> *p_renames);
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void perform_node_renames(Node *p_base, HashMap<Node *, NodePath> *p_renames, HashMap<Ref<Animation>, HashSet<int>> *r_rem_anims = nullptr);
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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 replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties = true, bool p_remove_old = true);
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void attach_script_to_selected(bool p_extend);
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void open_script_dialog(Node *p_for_node, bool p_extend);
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void attach_shader_to_selected(int p_preferred_mode = -1);
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void open_shader_dialog(const Ref<ShaderMaterial> &p_for_material, int p_preferred_mode = -1);
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void open_add_child_dialog();
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void open_instance_child_dialog();
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List<Node *> paste_nodes();
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List<Node *> get_node_clipboard() const;
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ScriptCreateDialog *get_script_create_dialog() {
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return script_create_dialog;
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}
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SceneTreeDock(Node *p_scene_root, EditorSelection *p_editor_selection, EditorData &p_editor_data);
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~SceneTreeDock();
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};
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#endif // SCENE_TREE_DOCK_H
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