godot/editor/filesystem_dock.h

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/*************************************************************************/
/* scenes_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 FILESYSTEM_DOCK_H
#define FILESYSTEM_DOCK_H
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#include "scene/gui/box_container.h"
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#include "scene/gui/control.h"
#include "scene/gui/item_list.h"
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#include "scene/gui/label.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/option_button.h"
#include "scene/gui/progress_bar.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/tree.h"
#include "scene/main/timer.h"
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#include "os/dir_access.h"
#include "os/thread.h"
#include "dependency_editor.h"
#include "editor_dir_dialog.h"
#include "editor_file_system.h"
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class EditorNode;
class FileSystemDock : public VBoxContainer {
OBJ_TYPE(FileSystemDock, VBoxContainer);
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public:
enum DisplayMode {
DISPLAY_THUMBNAILS,
DISPLAY_LIST
};
private:
enum FileMenu {
FILE_OPEN,
FILE_INSTANCE,
FILE_DEPENDENCIES,
FILE_OWNERS,
FILE_MOVE,
FILE_REMOVE,
FILE_REIMPORT,
FILE_INFO,
FILE_SHOW_IN_EXPLORER,
FILE_COPY_PATH
};
enum FolderMenu {
FOLDER_EXPAND_ALL,
FOLDER_COLLAPSE_ALL,
FOLDER_MOVE,
FOLDER_RENAME,
FOLDER_REMOVE,
FOLDER_NEW_FOLDER,
FOLDER_SHOW_IN_EXPLORER,
FOLDER_COPY_PATH
};
VBoxContainer *scanning_vb;
ProgressBar *scanning_progress;
VSplitContainer *split_box;
VBoxContainer *file_list_vb;
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EditorNode *editor;
Set<String> favorites;
Button *button_reload;
Button *button_favorite;
Button *button_back;
Button *button_display_mode;
Button *button_hist_next;
Button *button_hist_prev;
LineEdit *current_path;
LineEdit *search_box;
TextureFrame *search_icon;
HBoxContainer *path_hb;
class FileOrFolder {
public:
String path;
bool is_file;
FileOrFolder() :
path(""),
is_file(false) {}
FileOrFolder(const String &p_path, bool p_is_file) :
path(p_path),
is_file(p_is_file) {}
};
FileOrFolder to_rename;
Vector<FileOrFolder> to_move;
bool split_mode;
DisplayMode display_mode;
PopupMenu *file_options;
PopupMenu *folder_options;
DependencyEditor *deps_editor;
DependencyEditorOwners *owners_editor;
DependencyRemoveDialog *remove_dialog;
EditorDirDialog *move_dialog;
EditorDirDialog *move_dir_dialog;
EditorFileDialog *rename_dialog;
ConfirmationDialog *make_dir_dialog;
ConfirmationDialog *rename_dir_dialog;
LineEdit *rename_dialog_text;
LineEdit *make_dir_dialog_text;
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Vector<String> move_dirs;
Vector<String> move_files;
Vector<String> history;
int history_pos;
String path;
bool initialized;
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bool updating_tree;
Tree *tree; //directories
ItemList *files;
void _go_to_tree();
void _go_to_dir(const String &p_dir);
void _select_file(int p_idx);
bool _create_tree(TreeItem *p_parent, EditorFileSystemDirectory *p_dir);
void _thumbnail_done(const String &p_path, const Ref<Texture> &p_preview, const Variant &p_udata);
void _find_inside_move_files(EditorFileSystemDirectory *efsd, Vector<String> &files);
void _find_remaps(EditorFileSystemDirectory *efsd, Map<String, String> &renames, List<String> &to_remaps);
void _rename_operation(const String &p_to_path);
void _move_operation(const String &p_to_path);
void _file_option(int p_option);
void _folder_option(int p_option);
void _update_files(bool p_keep_selection);
void _change_file_display();
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void _fs_changed();
void _fw_history();
void _bw_history();
void _push_to_history();
void _dir_selected();
void _dir_rmb_pressed(const Vector2 &p_pos);
void _make_dir_confirm();
void _rename_operation_confirm();
void _move_operation_confirm(const String &p_to_path);
void _try_move_item(const FileOrFolder &p_item, const String &p_new_path, Map<String, String> &p_renames);
void _get_all_files_in_dir(EditorFileSystemDirectory *efsd, Vector<String> &files);
void _update_dependencies_after_move(Map<String, String> &p_renames);
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void _update_tree();
void _rescan();
void _set_scanning_mode();
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void _favorites_pressed();
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void _open_pressed();
void _search_changed(const String &p_text);
void _files_list_rmb_select(int p_item, const Vector2 &p_pos);
struct FileInfo {
String name;
String path;
StringName type;
int import_status; //0 not imported, 1 - ok, 2- must reimport, 3- broken
Vector<String> sources;
bool operator<(const FileInfo &fi) const {
return name < fi.name;
}
};
void _search(EditorFileSystemDirectory *p_path, List<FileInfo> *matches, int p_max_items);
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _preview_invalidated(const String &p_path);
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
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String get_selected_path() const;
void navigate_to_path(const String &p_path);
String get_current_path() const;
void focus_on_filter();
void fix_dependencies(const String &p_for_file);
void set_display_mode(int p_mode);
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int get_split_offset() { return split_box->get_split_offset(); }
void set_split_offset(int p_offset) { split_box->set_split_offset(p_offset); }
FileSystemDock(EditorNode *p_editor);
~FileSystemDock();
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};
#endif // SCENES_DOCK_H