0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
117 lines
4.3 KiB
C++
117 lines
4.3 KiB
C++
/*************************************************************************/
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/* rename_dialog.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 RENAME_DIALOG_H
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#define RENAME_DIALOG_H
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#include "scene/gui/check_box.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/spin_box.h"
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#include "core/undo_redo.h"
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#include "editor/scene_tree_editor.h"
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/**
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@author Blazej Floch
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*/
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class RenameDialog : public ConfirmationDialog {
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GDCLASS(RenameDialog, ConfirmationDialog);
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virtual void ok_pressed() { rename(); };
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void _cancel_pressed() {}
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void _features_toggled(bool pressed);
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void _insert_text(String text);
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void _update_substitute();
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bool _is_main_field(LineEdit *line_edit);
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void _iterate_scene(const Node *node, const Array &selection, int *count);
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String _apply_rename(const Node *node, int count);
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String _substitute(const String &subject, const Node *node, int count);
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String _regex(const String &pattern, const String &subject, const String &replacement);
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String _postprocess(const String &subject);
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void _update_preview(String new_text = "");
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void _update_preview_int(int new_value = 0);
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static void _error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, ErrorHandlerType p_type);
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SceneTreeEditor *scene_tree_editor;
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UndoRedo *undo_redo;
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int global_count;
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LineEdit *lne_search;
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LineEdit *lne_replace;
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LineEdit *lne_prefix;
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LineEdit *lne_suffix;
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TabContainer *tabc_features;
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CheckBox *cbut_substitute;
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CheckButton *cbut_regex;
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CheckBox *cbut_process;
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CheckBox *chk_per_level_counter;
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Button *but_insert_name;
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Button *but_insert_parent;
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Button *but_insert_type;
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Button *but_insert_scene;
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Button *but_insert_root;
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Button *but_insert_count;
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SpinBox *spn_count_start;
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SpinBox *spn_count_step;
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SpinBox *spn_count_padding;
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OptionButton *opt_style;
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OptionButton *opt_case;
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Label *lbl_preview_title;
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Label *lbl_preview;
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List<Pair<NodePath, String>> to_rename;
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Node *preview_node;
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bool lock_preview_update;
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ErrorHandlerList eh;
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bool has_errors;
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protected:
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static void _bind_methods();
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virtual void _post_popup();
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public:
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void reset();
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void rename();
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RenameDialog(SceneTreeEditor *p_scene_tree_editor, UndoRedo *p_undo_redo = nullptr);
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~RenameDialog() {}
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};
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#endif
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