godot/editor/reparent_dialog.cpp
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

95 lines
3.9 KiB
C++

/*************************************************************************/
/* reparent_dialog.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "reparent_dialog.h"
#include "core/string/print_string.h"
#include "scene/gui/box_container.h"
#include "scene/gui/label.h"
void ReparentDialog::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
connect("confirmed", callable_mp(this, &ReparentDialog::_reparent));
}
if (p_what == NOTIFICATION_EXIT_TREE) {
disconnect("confirmed", callable_mp(this, &ReparentDialog::_reparent));
}
}
void ReparentDialog::_cancel() {
hide();
}
void ReparentDialog::_reparent() {
if (tree->get_selected()) {
emit_signal("reparent", tree->get_selected()->get_path(), keep_transform->is_pressed());
hide();
}
}
void ReparentDialog::set_current(const Set<Node *> &p_selection) {
tree->set_marked(p_selection, false, false);
//tree->set_selected(p_node->get_parent());
}
void ReparentDialog::_bind_methods() {
ClassDB::bind_method("_cancel", &ReparentDialog::_cancel);
ADD_SIGNAL(MethodInfo("reparent", PropertyInfo(Variant::NODE_PATH, "path"), PropertyInfo(Variant::BOOL, "keep_global_xform")));
}
ReparentDialog::ReparentDialog() {
set_title(TTR("Reparent Node"));
VBoxContainer *vbc = memnew(VBoxContainer);
add_child(vbc);
//set_child_rect(vbc);
tree = memnew(SceneTreeEditor(false));
tree->set_show_enabled_subscene(true);
tree->get_scene_tree()->connect("item_activated", callable_mp(this, &ReparentDialog::_reparent));
vbc->add_margin_child(TTR("Select new parent:"), tree, true);
keep_transform = memnew(CheckBox);
keep_transform->set_text(TTR("Keep Global Transform"));
keep_transform->set_pressed(true);
vbc->add_child(keep_transform);
//vbc->add_margin_child("Options:",node_only);
//cancel->connect("pressed", this,"_cancel");
get_ok_button()->set_text(TTR("Reparent"));
}
ReparentDialog::~ReparentDialog() {
}