godot/editor/groups_editor.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

139 lines
4.3 KiB
C++

/*************************************************************************/
/* groups_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 GROUPS_EDITOR_H
#define GROUPS_EDITOR_H
#include "core/undo_redo.h"
#include "editor/scene_tree_editor.h"
#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/popup.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/tree.h"
class GroupDialog : public WindowDialog {
GDCLASS(GroupDialog, WindowDialog);
ConfirmationDialog *error;
SceneTree *scene_tree;
TreeItem *groups_root;
LineEdit *add_group_text;
Tree *groups;
Tree *nodes_to_add;
TreeItem *add_node_root;
LineEdit *add_filter;
Tree *nodes_to_remove;
TreeItem *remove_node_root;
LineEdit *remove_filter;
Label *group_empty;
ToolButton *add_button;
ToolButton *remove_button;
String selected_group;
UndoRedo *undo_redo;
void _group_selected();
void _remove_filter_changed(const String &p_filter);
void _add_filter_changed(const String &p_filter);
void _add_pressed();
void _removed_pressed();
void _add_group_pressed(const String &p_name);
void _group_renamed();
void _rename_group_item(const String &p_old_name, const String &p_new_name);
void _add_group(String p_name);
void _delete_group_pressed(Object *p_item, int p_column, int p_id);
void _delete_group_item(const String &p_name);
bool _can_edit(Node *p_node, String p_group);
void _load_groups(Node *p_current);
void _load_nodes(Node *p_current);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void edit();
void set_undo_redo(UndoRedo *p_undoredo) { undo_redo = p_undoredo; }
GroupDialog();
};
class GroupsEditor : public VBoxContainer {
GDCLASS(GroupsEditor, VBoxContainer);
Node *node;
GroupDialog *group_dialog;
LineEdit *group_name;
Button *add;
Tree *tree;
UndoRedo *undo_redo;
void update_tree();
void _add_group(const String &p_group = "");
void _remove_group(Object *p_item, int p_column, int p_id);
void _close();
void _show_group_dialog();
protected:
static void _bind_methods();
public:
void set_undo_redo(UndoRedo *p_undoredo) { undo_redo = p_undoredo; }
void set_current(Node *p_node);
GroupsEditor();
~GroupsEditor();
};
#endif