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e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
180 lines
5.9 KiB
C++
180 lines
5.9 KiB
C++
/*************************************************************************/
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/* scene_tree_editor.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_EDITOR_H
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#define SCENE_TREE_EDITOR_H
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#include "editor_data.h"
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#include "editor_settings.h"
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#include "scene/gui/button.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/tree.h"
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#include "undo_redo.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class SceneTreeEditor : public Control {
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GDCLASS(SceneTreeEditor, Control);
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EditorSelection *editor_selection;
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enum {
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BUTTON_SUBSCENE = 0,
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BUTTON_VISIBILITY = 1,
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BUTTON_SCRIPT = 2,
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BUTTON_LOCK = 3,
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BUTTON_GROUP = 4,
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BUTTON_WARNING = 5,
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BUTTON_SIGNALS = 6,
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BUTTON_GROUPS = 7,
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};
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Tree *tree;
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Node *selected;
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ObjectID instance_node;
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String filter;
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AcceptDialog *error;
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AcceptDialog *warning;
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int blocked;
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void _compute_hash(Node *p_node, uint64_t &hash);
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bool _add_nodes(Node *p_node, TreeItem *p_parent);
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void _test_update_tree();
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void _update_tree();
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void _tree_changed();
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void _node_removed(Node *p_node);
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TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
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void _notification(int p_what);
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void _selected_changed();
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void _deselect_items();
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void _rename_node(ObjectID p_node, const String &p_name);
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void _cell_collapsed(Object *p_obj);
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uint64_t last_hash;
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bool can_rename;
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bool can_open_instance;
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bool updating_tree;
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bool show_enabled_subscene;
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void _renamed();
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UndoRedo *undo_redo;
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Set<Node *> marked;
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bool marked_selectable;
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bool marked_children_selectable;
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bool display_foreign;
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bool tree_dirty;
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bool pending_test_update;
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static void _bind_methods();
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void _cell_button_pressed(Object *p_item, int p_column, int p_id);
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void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected);
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void _update_selection(TreeItem *item);
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void _node_script_changed(Node *p_node);
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void _node_visibility_changed(Node *p_node);
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void _update_visibility_color(Node *p_node, TreeItem *p_item);
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void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root);
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void _selection_changed();
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Node *get_scene_node();
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Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
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bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _rmb_select(const Vector2 &p_pos);
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void _warning_changed(Node *p_for_node);
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void _editor_settings_changed();
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Timer *update_timer;
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List<StringName> *script_types;
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bool _is_script_type(const StringName &p_type) const;
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public:
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void set_filter(const String &p_filter);
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String get_filter() const;
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; };
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void set_display_foreign_nodes(bool p_display);
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bool get_display_foreign_nodes() const;
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void set_marked(const Set<Node *> &p_marked, bool p_selectable = false, bool p_children_selectable = true);
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void set_marked(Node *p_marked, bool p_selectable = false, bool p_children_selectable = true);
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void set_selected(Node *p_node, bool p_emit_selected = true);
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Node *get_selected();
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void set_can_rename(bool p_can_rename) { can_rename = p_can_rename; }
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void set_editor_selection(EditorSelection *p_selection);
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void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; }
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void update_tree() { _update_tree(); }
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Tree *get_scene_tree() { return tree; }
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SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false);
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~SceneTreeEditor();
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};
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class SceneTreeDialog : public ConfirmationDialog {
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GDCLASS(SceneTreeDialog, ConfirmationDialog);
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SceneTreeEditor *tree;
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//Button *select;
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//Button *cancel;
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void update_tree();
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void _select();
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void _cancel();
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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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SceneTreeEditor *get_scene_tree() { return tree; }
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SceneTreeDialog();
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~SceneTreeDialog();
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};
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#endif
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