godot/tools/editor/scene_tree_dock.h

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/*************************************************************************/
/* scene_tree_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 SCENE_TREE_DOCK_H
#define SCENE_TREE_DOCK_H
#include "scene/gui/control.h"
#include "scene/gui/tree.h"
#include "scene/gui/label.h"
#include "scene/gui/button.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/box_container.h"
#include "scene_tree_editor.h"
#include "create_dialog.h"
#include "editor_data.h"
#include "groups_editor.h"
#include "connections_dialog.h"
#include "script_create_dialog.h"
#include "reparent_dialog.h"
#include "scene/animation/animation_player.h"
#include "editor_sub_scene.h"
class EditorNode;
class SceneTreeDock : public VBoxContainer {
OBJ_TYPE( SceneTreeDock, VBoxContainer );
enum Tool {
TOOL_NEW,
TOOL_INSTANCE,
TOOL_REPLACE,
TOOL_CONNECT,
TOOL_GROUP,
TOOL_SCRIPT,
TOOL_MOVE_UP,
TOOL_MOVE_DOWN,
TOOL_DUPLICATE,
TOOL_REPARENT,
TOOL_MULTI_EDIT,
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TOOL_ERASE,
TOOL_BUTTON_MAX
};
int current_option;
CreateDialog *create_dialog;
ToolButton *tool_buttons[TOOL_BUTTON_MAX];
SceneTreeEditor *scene_tree;
HBoxContainer *tool_hbc;
void _tool_selected(int p_tool, bool p_confirm_override = false);
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EditorData *editor_data;
EditorSelection *editor_selection;
GroupsEditor *groups_editor;
ConnectionsDialog *connect_dialog;
ScriptCreateDialog *script_create_dialog;
AcceptDialog *accept;
ConfirmationDialog *delete_dialog;
ReparentDialog *reparent_dialog;
EditorFileDialog *file;
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EditorSubScene *import_subscene_dialog;
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bool first_enter;
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void _create();
Node *scene_root;
Node *edited_scene;
EditorNode *editor;
Node *_duplicate(Node *p_node, Map<Node*,Node*> &duplimap);
void _node_reparent(NodePath p_path,bool p_node_only);
void _set_owners(Node *p_owner, const Array& p_nodes);
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);
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void _node_selected();
void _node_renamed();
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void _script_created(Ref<Script> p_script);
void _delete_confirm();
void _update_tool_buttons();
void _node_prerenamed(Node* p_node, const String& p_new_name);
void _unhandled_key_input(InputEvent p_event);
void _import_subscene();
bool _validate_no_foreign();
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);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void import_subscene();
void set_edited_scene(Node* p_scene);
Node* instance(const String& p_path);
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);
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; }
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SceneTreeDock(EditorNode *p_editor,Node *p_scene_root,EditorSelection *p_editor_selection,EditorData &p_editor_data);
};
#endif // SCENE_TREE_DOCK_H