godot/editor/rename_dialog.h
Rémi Verschelde 49646383f1
Update copyright statements to 2021
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 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00

119 lines
4.3 KiB
C++

/*************************************************************************/
/* rename_dialog.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENAME_DIALOG_H
#define RENAME_DIALOG_H
#include "scene/gui/check_box.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/option_button.h"
#include "scene/gui/spin_box.h"
#include "core/undo_redo.h"
#include "editor/scene_tree_editor.h"
/**
@author Blazej Floch
*/
class RenameDialog : public ConfirmationDialog {
GDCLASS(RenameDialog, ConfirmationDialog);
virtual void ok_pressed() { rename(); };
void _cancel_pressed(){};
void _features_toggled(bool pressed);
void _insert_text(String text);
void _update_substitute();
bool _is_main_field(LineEdit *line_edit);
void _iterate_scene(const Node *node, const Array &selection, int *count);
String _apply_rename(const Node *node, int count);
String _substitute(const String &subject, const Node *node, int count);
String _regex(const String &pattern, const String &subject, const String &replacement);
String _postprocess(const String &subject);
void _update_preview(String new_text = "");
void _update_preview_int(int new_value = 0);
static void _error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, ErrorHandlerType p_type);
SceneTreeEditor *scene_tree_editor;
UndoRedo *undo_redo;
int global_count;
LineEdit *lne_search;
LineEdit *lne_replace;
LineEdit *lne_prefix;
LineEdit *lne_suffix;
TabContainer *tabc_features;
CheckBox *cbut_substitute;
CheckButton *cbut_regex;
CheckBox *cbut_process;
CheckBox *chk_per_level_counter;
Button *but_insert_name;
Button *but_insert_parent;
Button *but_insert_type;
Button *but_insert_scene;
Button *but_insert_root;
Button *but_insert_count;
SpinBox *spn_count_start;
SpinBox *spn_count_step;
SpinBox *spn_count_padding;
OptionButton *opt_style;
OptionButton *opt_case;
Label *lbl_preview_title;
Label *lbl_preview;
List<Pair<NodePath, String> > to_rename;
Node *preview_node;
bool lock_preview_update;
ErrorHandlerList eh;
bool has_errors;
protected:
void _notification(int p_what){};
static void _bind_methods();
virtual void _post_popup();
public:
void reset();
void rename();
RenameDialog(SceneTreeEditor *p_scene_tree_editor, UndoRedo *p_undo_redo = NULL);
~RenameDialog(){};
};
#endif