-ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
142 lines
5 KiB
C++
142 lines
5 KiB
C++
/*************************************************************************/
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/* scene_tree_dock.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) 2007-2015 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_DOCK_H
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#define SCENE_TREE_DOCK_H
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#include "scene/gui/control.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/label.h"
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#include "scene/gui/button.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/box_container.h"
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#include "scene_tree_editor.h"
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#include "create_dialog.h"
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#include "editor_data.h"
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#include "groups_editor.h"
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#include "connections_dialog.h"
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#include "script_create_dialog.h"
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#include "reparent_dialog.h"
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#include "scene/animation/animation_player.h"
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#include "editor_sub_scene.h"
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class EditorNode;
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class SceneTreeDock : public VBoxContainer {
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OBJ_TYPE( SceneTreeDock, VBoxContainer );
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enum Tool {
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TOOL_NEW,
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TOOL_INSTANCE,
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TOOL_REPLACE,
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TOOL_CONNECT,
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TOOL_GROUP,
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TOOL_SCRIPT,
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TOOL_MOVE_UP,
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TOOL_MOVE_DOWN,
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TOOL_DUPLICATE,
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TOOL_REPARENT,
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TOOL_ERASE,
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TOOL_BUTTON_MAX
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};
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int current_option;
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CreateDialog *create_dialog;
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ToolButton *tool_buttons[TOOL_BUTTON_MAX];
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SceneTreeEditor *scene_tree;
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HBoxContainer *tool_hbc;
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void _tool_selected(int p_tool, bool p_confirm_override = false);
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EditorData *editor_data;
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EditorSelection *editor_selection;
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GroupsEditor *groups_editor;
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ConnectionsDialog *connect_dialog;
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ScriptCreateDialog *script_create_dialog;
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AcceptDialog *accept;
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ConfirmationDialog *delete_dialog;
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ReparentDialog *reparent_dialog;
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EditorFileDialog *file;
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EditorSubScene *import_subscene_dialog;
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bool first_enter;
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void _create();
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Node *scene_root;
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Node *edited_scene;
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EditorNode *editor;
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Node *_duplicate(Node *p_node, Map<Node*,Node*> &duplimap);
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void _node_reparent(NodePath p_path,bool p_node_only);
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void _set_owners(Node *p_owner, const Array& p_nodes);
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void _load_request(const String& p_path);
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void _script_open_request(const Ref<Script>& p_script);
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bool _cyclical_dependency_exists(const String& p_target_scene_path, Node* p_desired_node);
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void _node_selected();
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void _node_renamed();
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void _script_created(Ref<Script> p_script);
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void _delete_confirm();
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void _update_tool_buttons();
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void _node_prerenamed(Node* p_node, const String& p_new_name);
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void _unhandled_key_input(InputEvent p_event);
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void _import_subscene();
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bool _validate_no_foreign();
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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);
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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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void import_subscene();
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void set_edited_scene(Node* p_scene);
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Node* instance(const String& p_path);
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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);
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void perform_node_renames(Node* p_base,List<Pair<NodePath,NodePath> > *p_renames, Map<Ref<Animation>, Set<int> > *r_rem_anims=NULL);
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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);
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};
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#endif // SCENE_TREE_DOCK_H
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