godot/tools/editor/scene_tree_dock.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

178 lines
6.1 KiB
C++

/*************************************************************************/
/* scene_tree_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/gui/popup_menu.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_NEW_SCENE_FROM,
TOOL_MERGE_FROM_SCENE,
TOOL_MULTI_EDIT,
TOOL_ERASE,
TOOL_BUTTON_MAX
};
int current_option;
CreateDialog *create_dialog;
ToolButton *button_add;
ToolButton *button_instance;
SceneTreeEditor *scene_tree;
HBoxContainer *tool_hbc;
void _tool_selected(int p_tool, bool p_confirm_override = false);
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;
EditorSubScene *import_subscene_dialog;
EditorFileDialog *new_scene_from_dialog;
LineEdit *filter;
TextureFrame *filter_icon;
PopupMenu * menu;
bool first_enter;
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_keep_global_xform);
void _do_reparent(Node* p_new_parent, int p_position_in_parent, Vector<Node*> p_nodes, bool p_keep_global_xform);
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);
void _node_selected();
void _node_renamed();
void _script_created(Ref<Script> p_script);
void _delete_confirm();
void _node_prerenamed(Node* p_node, const String& p_new_name);
void _unhandled_key_input(InputEvent p_event);
void _import_subscene();
void _new_scene_from(String p_file);
bool _validate_no_foreign();
void _selection_changed();
void _fill_path_renames(Vector<StringName> base_path,Vector<StringName> new_base_path,Node * p_node, List<Pair<NodePath,NodePath> > *p_renames);
void _normalize_drop(Node*& to_node, int &to_pos, int p_type);
void _nodes_dragged(Array p_nodes,NodePath p_to,int p_type);
void _files_dropped(Vector<String> p_files,NodePath p_to,int p_type);
void _script_dropped(String p_file, NodePath p_to);
void _tree_rmb(const Vector2& p_menu_pos);
void _filter_changed(const String& p_filter);
void _perform_instance_scenes(const Vector<String>& p_files,Node* parent,int p_pos);
void _replace_with_branch_scene(const String& p_file,Node* base);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
String get_filter();
void set_filter(const String& p_filter);
void import_subscene();
void set_edited_scene(Node* p_scene);
void instance(const String& p_path);
void instance_scenes(const Vector<String>& p_files, Node *p_parent=NULL);
void set_selected(Node *p_node, bool p_emit_selected=false);
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; }
EditorData *get_editor_data() { return editor_data; }
SceneTreeDock(EditorNode *p_editor,Node *p_scene_root,EditorSelection *p_editor_selection,EditorData &p_editor_data);
};
#endif // SCENE_TREE_DOCK_H