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eff2931b2a
..but will you be brave enough to try it? :)
145 lines
5.1 KiB
C++
145 lines
5.1 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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 "scene/gui/control.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/label.h"
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#include "scene/gui/button.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/box_container.h"
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#include "scene_tree_editor.h"
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#include "create_dialog.h"
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#include "editor_data.h"
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#include "groups_editor.h"
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#include "connections_dialog.h"
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#include "script_create_dialog.h"
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#include "reparent_dialog.h"
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#include "scene/animation/animation_player.h"
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#include "editor_sub_scene.h"
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class EditorNode;
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class SceneTreeDock : public VBoxContainer {
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OBJ_TYPE( 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_CONNECT,
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TOOL_GROUP,
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TOOL_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_MULTI_EDIT,
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TOOL_ERASE,
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TOOL_BUTTON_MAX
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};
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int current_option;
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CreateDialog *create_dialog;
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ToolButton *tool_buttons[TOOL_BUTTON_MAX];
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SceneTreeEditor *scene_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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GroupsEditor *groups_editor;
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ConnectionsDialog *connect_dialog;
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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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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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Node *_duplicate(Node *p_node, Map<Node*,Node*> &duplimap);
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void _node_reparent(NodePath p_path,bool p_node_only);
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void _set_owners(Node *p_owner, const Array& p_nodes);
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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 _update_tool_buttons();
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void _node_prerenamed(Node* p_node, const String& p_new_name);
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void _unhandled_key_input(InputEvent p_event);
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void _import_subscene();
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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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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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void import_subscene();
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void set_edited_scene(Node* p_scene);
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Node* instance(const String& p_path);
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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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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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