godot/editor/filesystem_dock.h
Juan Linietsky 3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00

312 lines
11 KiB
C++

/*************************************************************************/
/* filesystem_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#ifndef FILESYSTEM_DOCK_H
#define FILESYSTEM_DOCK_H
#include "scene/gui/box_container.h"
#include "scene/gui/control.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#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"
#include "core/os/dir_access.h"
#include "core/os/thread.h"
#include "create_dialog.h"
#include "dependency_editor.h"
#include "editor_dir_dialog.h"
#include "editor_file_system.h"
#include "script_create_dialog.h"
class EditorNode;
class FileSystemDock : public VBoxContainer {
GDCLASS(FileSystemDock, VBoxContainer);
public:
enum FileListDisplayMode {
FILE_LIST_DISPLAY_THUMBNAILS,
FILE_LIST_DISPLAY_LIST
};
enum DisplayMode {
DISPLAY_MODE_TREE_ONLY,
DISPLAY_MODE_SPLIT,
};
private:
enum FileMenu {
FILE_OPEN,
FILE_INHERIT,
FILE_MAIN_SCENE,
FILE_INSTANCE,
FILE_ADD_FAVORITE,
FILE_REMOVE_FAVORITE,
FILE_DEPENDENCIES,
FILE_OWNERS,
FILE_MOVE,
FILE_RENAME,
FILE_REMOVE,
FILE_DUPLICATE,
FILE_REIMPORT,
FILE_INFO,
FILE_NEW_FOLDER,
FILE_NEW_SCRIPT,
FILE_NEW_SCENE,
FILE_SHOW_IN_EXPLORER,
FILE_COPY_PATH,
FILE_NEW_RESOURCE,
FOLDER_EXPAND_ALL,
FOLDER_COLLAPSE_ALL,
};
VBoxContainer *scanning_vb;
ProgressBar *scanning_progress;
VSplitContainer *split_box;
VBoxContainer *file_list_vb;
EditorNode *editor;
Set<String> favorites;
Button *button_toggle_display_mode;
Button *button_reload;
Button *button_file_list_display_mode;
Button *button_hist_next;
Button *button_hist_prev;
LineEdit *current_path;
LineEdit *tree_search_box;
LineEdit *file_list_search_box;
String searched_string;
Vector<String> uncollapsed_paths_before_search;
TextureRect *search_icon;
HBoxContainer *path_hb;
FileListDisplayMode file_list_display_mode;
DisplayMode display_mode;
DisplayMode old_display_mode;
PopupMenu *file_list_popup;
PopupMenu *tree_popup;
DependencyEditor *deps_editor;
DependencyEditorOwners *owners_editor;
DependencyRemoveDialog *remove_dialog;
EditorDirDialog *move_dialog;
ConfirmationDialog *rename_dialog;
LineEdit *rename_dialog_text;
ConfirmationDialog *duplicate_dialog;
LineEdit *duplicate_dialog_text;
ConfirmationDialog *make_dir_dialog;
LineEdit *make_dir_dialog_text;
ConfirmationDialog *make_scene_dialog;
LineEdit *make_scene_dialog_text;
ConfirmationDialog *overwrite_dialog;
ScriptCreateDialog *make_script_dialog;
CreateDialog *new_resource_dialog;
bool always_show_folders;
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;
FileOrFolder to_duplicate;
Vector<FileOrFolder> to_move;
String to_move_path;
Vector<String> history;
int history_pos;
int history_max_size;
String path;
bool initialized;
bool updating_tree;
int tree_update_id;
Tree *tree;
ItemList *files;
bool import_dock_needs_update;
Ref<Texture2D> _get_tree_item_icon(EditorFileSystemDirectory *p_dir, int p_idx);
bool _create_tree(TreeItem *p_parent, EditorFileSystemDirectory *p_dir, Vector<String> &uncollapsed_paths, bool p_select_in_favorites, bool p_unfold_path = false);
Vector<String> _compute_uncollapsed_paths();
void _update_tree(const Vector<String> &p_uncollapsed_paths = Vector<String>(), bool p_uncollapse_root = false, bool p_select_in_favorites = false, bool p_unfold_path = false);
void _navigate_to_path(const String &p_path, bool p_select_in_favorites = false);
void _file_list_gui_input(Ref<InputEvent> p_event);
void _tree_gui_input(Ref<InputEvent> p_event);
void _update_file_list(bool p_keep_selection);
void _toggle_file_display();
void _set_file_display(bool p_active);
void _fs_changed();
void _tree_toggle_collapsed();
void _select_file(const String &p_path, bool p_select_in_favorites = false);
void _tree_activate_file();
void _file_list_activate_file(int p_idx);
void _file_multi_selected(int p_index, bool p_selected);
void _tree_multi_selected(Object *p_item, int p_column, bool p_selected);
void _update_import_dock();
void _get_all_items_in_dir(EditorFileSystemDirectory *efsd, Vector<String> &files, Vector<String> &folders) const;
void _find_remaps(EditorFileSystemDirectory *efsd, const Map<String, String> &renames, Vector<String> &to_remaps) const;
void _try_move_item(const FileOrFolder &p_item, const String &p_new_path, Map<String, String> &p_file_renames, Map<String, String> &p_folder_renames);
void _try_duplicate_item(const FileOrFolder &p_item, const String &p_new_path) const;
void _update_dependencies_after_move(const Map<String, String> &p_renames) const;
void _update_resource_paths_after_move(const Map<String, String> &p_renames) const;
void _save_scenes_after_move(const Map<String, String> &p_renames) const;
void _update_favorites_list_after_move(const Map<String, String> &p_files_renames, const Map<String, String> &p_folders_renames) const;
void _update_project_settings_after_move(const Map<String, String> &p_renames) const;
void _file_deleted(String p_file);
void _folder_deleted(String p_folder);
void _files_moved(String p_old_file, String p_new_file);
void _folder_moved(String p_old_folder, String p_new_folder);
void _resource_created() const;
void _make_dir_confirm();
void _make_scene_confirm();
void _rename_operation_confirm();
void _duplicate_operation_confirm();
void _move_with_overwrite();
bool _check_existing();
void _move_operation_confirm(const String &p_to_path, bool overwrite = false);
void _tree_rmb_option(int p_option);
void _file_list_rmb_option(int p_option);
void _file_option(int p_option, const Vector<String> &p_selected);
void _fw_history();
void _bw_history();
void _update_history();
void _push_to_history();
void _set_scanning_mode();
void _rescan();
void _toggle_split_mode(bool p_active);
void _search_changed(const String &p_text, const Control *p_from);
void _file_and_folders_fill_popup(PopupMenu *p_popup, Vector<String> p_paths, bool p_display_path_dependent_options = true);
void _tree_rmb_select(const Vector2 &p_pos);
void _tree_rmb_empty(const Vector2 &p_pos);
void _file_list_rmb_select(int p_item, const Vector2 &p_pos);
void _file_list_rmb_pressed(const Vector2 &p_pos);
void _tree_empty_selected();
struct FileInfo {
String name;
String path;
StringName type;
Vector<String> sources;
bool import_broken;
bool operator<(const FileInfo &fi) const {
return NaturalNoCaseComparator()(name, fi.name);
}
};
void _search(EditorFileSystemDirectory *p_path, List<FileInfo> *matches, int p_max_items);
void _set_current_path_text(const String &p_path);
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 _get_drag_target_folder(String &target, bool &target_favorites, const Point2 &p_point, Control *p_from) const;
void _preview_invalidated(const String &p_path);
void _file_list_thumbnail_done(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, const Variant &p_udata);
void _tree_thumbnail_done(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, const Variant &p_udata);
void _update_display_mode(bool p_force = false);
Vector<String> _tree_get_selected(bool remove_self_inclusion = true);
bool _is_file_type_disabled_by_feature_profile(const StringName &p_class);
void _feature_profile_changed();
Vector<String> _remove_self_included_paths(Vector<String> selected_strings);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
String get_selected_path() const;
String get_current_path() const;
void navigate_to_path(const String &p_path);
void focus_on_filter();
void fix_dependencies(const String &p_for_file);
int get_split_offset() { return split_box->get_split_offset(); }
void set_split_offset(int p_offset) { split_box->set_split_offset(p_offset); }
void select_file(const String &p_file);
void set_display_mode(DisplayMode p_display_mode);
DisplayMode get_display_mode() { return display_mode; }
void set_file_list_display_mode(FileListDisplayMode p_mode);
FileListDisplayMode get_file_list_display_mode() { return file_list_display_mode; };
FileSystemDock(EditorNode *p_editor);
~FileSystemDock();
};
#endif // SCENES_DOCK_H