godot/tools/editor/scene_tree_editor.h

200 lines
6.1 KiB
C++

/*************************************************************************/
/* scene_tree_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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_EDITOR_H
#define SCENE_TREE_EDITOR_H
#include "scene/gui/tree.h"
#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
#include "undo_redo.h"
#include "editor_data.h"
#include "editor_settings.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class SceneTreeEditor : public Control {
OBJ_TYPE( SceneTreeEditor, Control );
EditorSelection *editor_selection;
enum {
BUTTON_SUBSCENE=0,
BUTTON_VISIBILITY=1,
BUTTON_SCRIPT=2,
BUTTON_LOCK=3,
BUTTON_GROUP=4,
BUTTON_WARNING=5,
BUTTON_SIGNALS=6,
BUTTON_GROUPS=7,
};
enum {
SCENE_MENU_EDITABLE_CHILDREN,
SCENE_MENU_USE_PLACEHOLDER,
SCENE_MENU_OPEN,
SCENE_MENU_CLEAR_INHERITANCE,
SCENE_MENU_OPEN_INHERITED,
SCENE_MENU_CLEAR_INHERITANCE_CONFIRM,
SCENE_MENU_CLEAR_INSTANCING,
};
Tree *tree;
Node *selected;
PopupMenu *instance_menu;
PopupMenu *inheritance_menu;
ObjectID instance_node;
String filter;
AcceptDialog *error;
AcceptDialog *warning;
ConfirmationDialog *clear_inherit_confirm;
int blocked;
void _compute_hash(Node *p_node,uint64_t &hash);
bool _add_nodes(Node *p_node,TreeItem *p_parent);
void _test_update_tree();
void _update_tree();
void _tree_changed();
void _node_removed(Node *p_node);
TreeItem* _find(TreeItem *p_node,const NodePath& p_path);
void _notification(int p_what);
void _selected_changed();
void _rename_node(ObjectID p_node,const String& p_name);
void _cell_collapsed(Object *p_obj);
uint64_t last_hash;
bool can_rename;
bool can_open_instance;
bool updating_tree;
bool show_enabled_subscene;
void _renamed();
UndoRedo *undo_redo;
Set<Node*> marked;
bool marked_selectable;
bool marked_children_selectable;
bool display_foreign;
bool tree_dirty;
bool pending_test_update;
static void _bind_methods();
void _cell_button_pressed(Object *p_item,int p_column,int p_id);
void _cell_multi_selected(Object *p_object,int p_cel,bool p_selected);
void _update_selection(TreeItem *item);
void _node_script_changed(Node *p_node);
void _node_visibility_changed(Node *p_node);
void _update_visibility_color(Node *p_node, TreeItem *p_item);
void _subscene_option(int p_idx);
void _node_replace_owner(Node* p_base,Node* p_node,Node* p_root);
void _selection_changed();
Node *get_scene_node();
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);
void _rmb_select(const Vector2& p_pos);
void _warning_changed(Node* p_for_node);
void _editor_settings_changed();
Timer* update_timer;
List<StringName> *script_types;
bool _is_script_type(const StringName &p_type) const;
public:
void set_filter(const String& p_filter);
String get_filter() const;
void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; };
void set_display_foreign_nodes(bool p_display);
bool get_display_foreign_nodes() const;
void set_marked(const Set<Node*>& p_marked,bool p_selectable=false,bool p_children_selectable=true);
void set_marked(Node *p_marked,bool p_selectable=false,bool p_children_selectable=true);
void set_selected(Node *p_node,bool p_emit_selected=true);
Node *get_selected();
void set_can_rename(bool p_can_rename) { can_rename=p_can_rename; }
void set_editor_selection(EditorSelection *p_selection);
void set_show_enabled_subscene(bool p_show) { show_enabled_subscene=p_show; }
void update_tree() { _update_tree(); }
Tree* get_scene_tree() { return tree; }
SceneTreeEditor(bool p_label=true,bool p_can_rename=false, bool p_can_open_instance=false);
~SceneTreeEditor();
};
class SceneTreeDialog : public ConfirmationDialog {
OBJ_TYPE( SceneTreeDialog, ConfirmationDialog );
SceneTreeEditor *tree;
// Button *select;
// Button *cancel;
void update_tree();
void _select();
void _cancel();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
SceneTreeEditor *get_scene_tree() { return tree; }
SceneTreeDialog();
~SceneTreeDialog();
};
#endif