They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
199 lines
6.1 KiB
C++
199 lines
6.1 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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_EDITOR_H
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#define SCENE_TREE_EDITOR_H
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/dialogs.h"
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#include "undo_redo.h"
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#include "editor_data.h"
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#include "editor_settings.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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enum {
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SCENE_MENU_EDITABLE_CHILDREN,
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SCENE_MENU_USE_PLACEHOLDER,
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SCENE_MENU_OPEN,
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SCENE_MENU_CLEAR_INHERITANCE,
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SCENE_MENU_OPEN_INHERITED,
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SCENE_MENU_CLEAR_INHERITANCE_CONFIRM,
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SCENE_MENU_CLEAR_INSTANCING,
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};
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Tree *tree;
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Node *selected;
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PopupMenu *instance_menu;
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PopupMenu *inheritance_menu;
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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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ConfirmationDialog *clear_inherit_confirm;
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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 _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_cel,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 _subscene_option(int p_idx);
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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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