godot/editor/scene_tree_dock.h
Rémi Verschelde f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00

327 lines
11 KiB
C++

/*************************************************************************/
/* scene_tree_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 SCENE_TREE_DOCK_H
#define SCENE_TREE_DOCK_H
#include "editor/create_dialog.h"
#include "editor/editor_data.h"
#include "editor/groups_editor.h"
#include "editor/quick_open.h"
#include "editor/reparent_dialog.h"
#include "editor/script_create_dialog.h"
#include "scene/animation/animation_player.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/control.h"
#include "scene/gui/label.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/tree.h"
#include "scene_tree_editor.h"
#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
class RenameDialog;
#endif // MODULE_REGEX_ENABLED
class ShaderCreateDialog;
class SceneTreeDock : public VBoxContainer {
GDCLASS(SceneTreeDock, VBoxContainer);
enum Tool {
TOOL_NEW,
TOOL_INSTANTIATE,
TOOL_EXPAND_COLLAPSE,
TOOL_CUT,
TOOL_COPY,
TOOL_PASTE,
TOOL_RENAME,
#ifdef MODULE_REGEX_ENABLED
TOOL_BATCH_RENAME,
#endif // MODULE_REGEX_ENABLED
TOOL_REPLACE,
TOOL_EXTEND_SCRIPT,
TOOL_ATTACH_SCRIPT,
TOOL_DETACH_SCRIPT,
TOOL_MOVE_UP,
TOOL_MOVE_DOWN,
TOOL_DUPLICATE,
TOOL_REPARENT,
TOOL_REPARENT_TO_NEW_NODE,
TOOL_MAKE_ROOT,
TOOL_NEW_SCENE_FROM,
TOOL_MULTI_EDIT,
TOOL_ERASE,
TOOL_COPY_NODE_PATH,
TOOL_BUTTON_MAX,
TOOL_OPEN_DOCUMENTATION,
TOOL_AUTO_EXPAND,
TOOL_SCENE_EDITABLE_CHILDREN,
TOOL_SCENE_USE_PLACEHOLDER,
TOOL_SCENE_MAKE_LOCAL,
TOOL_SCENE_OPEN,
TOOL_SCENE_CLEAR_INHERITANCE,
TOOL_SCENE_CLEAR_INHERITANCE_CONFIRM,
TOOL_SCENE_OPEN_INHERITED,
TOOL_CREATE_2D_SCENE,
TOOL_CREATE_3D_SCENE,
TOOL_CREATE_USER_INTERFACE,
TOOL_CREATE_FAVORITE,
};
enum {
EDIT_SUBRESOURCE_BASE = 100
};
Vector<ObjectID> subresources;
bool restore_script_editor_on_drag = false;
bool reset_create_dialog = false;
int current_option;
CreateDialog *create_dialog = nullptr;
#ifdef MODULE_REGEX_ENABLED
RenameDialog *rename_dialog = nullptr;
#endif // MODULE_REGEX_ENABLED
Button *button_add = nullptr;
Button *button_instance = nullptr;
Button *button_create_script = nullptr;
Button *button_detach_script = nullptr;
MenuButton *button_tree_menu = nullptr;
Button *button_2d = nullptr;
Button *button_3d = nullptr;
Button *button_ui = nullptr;
Button *button_custom = nullptr;
Button *button_clipboard = nullptr;
HBoxContainer *button_hb = nullptr;
Button *edit_local, *edit_remote;
SceneTreeEditor *scene_tree = nullptr;
Control *remote_tree = nullptr;
HBoxContainer *tool_hbc = nullptr;
void _tool_selected(int p_tool, bool p_confirm_override = false);
void _property_selected(int p_idx);
void _node_collapsed(Object *p_obj);
Node *property_drop_node = nullptr;
String resource_drop_path;
void _perform_property_drop(Node *p_node, String p_property, RES p_res);
EditorData *editor_data = nullptr;
EditorSelection *editor_selection = nullptr;
List<Node *> node_clipboard;
String clipboard_source_scene;
HashMap<String, Map<RES, RES>> clipboard_resource_remap;
ScriptCreateDialog *script_create_dialog = nullptr;
ShaderCreateDialog *shader_create_dialog = nullptr;
AcceptDialog *accept = nullptr;
ConfirmationDialog *delete_dialog = nullptr;
ConfirmationDialog *editable_instance_remove_dialog = nullptr;
ConfirmationDialog *placeholder_editable_instance_remove_dialog = nullptr;
ReparentDialog *reparent_dialog = nullptr;
EditorQuickOpen *quick_open = nullptr;
EditorFileDialog *new_scene_from_dialog = nullptr;
LineEdit *filter = nullptr;
TextureRect *filter_icon = nullptr;
PopupMenu *menu = nullptr;
PopupMenu *menu_subresources = nullptr;
PopupMenu *menu_properties = nullptr;
ConfirmationDialog *clear_inherit_confirm = nullptr;
bool first_enter = true;
void _create();
void _do_create(Node *p_parent);
Node *scene_root = nullptr;
Node *edited_scene = nullptr;
VBoxContainer *create_root_dialog = nullptr;
String selected_favorite_root;
Ref<ShaderMaterial> selected_shader_material;
void _add_children_to_popup(Object *p_obj, int p_depth);
void _node_reparent(NodePath p_path, bool p_keep_global_xform);
void _do_reparent(Node *p_new_parent, int p_position_in_parent, Vector<Node *> p_nodes, bool p_keep_global_xform);
bool _is_collapsed_recursive(TreeItem *p_item) const;
void _set_collapsed_recursive(TreeItem *p_item, bool p_collapsed);
void _set_owners(Node *p_owner, const Array &p_nodes);
enum ReplaceOwnerMode {
MODE_BIDI,
MODE_DO,
MODE_UNDO
};
void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root, ReplaceOwnerMode p_mode = MODE_BIDI);
void _load_request(const String &p_path);
void _script_open_request(const Ref<Script> &p_script);
void _push_item(Object *p_object);
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
bool _track_inherit(const String &p_target_scene_path, Node *p_desired_node);
void _node_selected();
void _node_renamed();
void _script_created(Ref<Script> p_script);
void _shader_created(Ref<Shader> p_shader);
void _script_creation_closed();
void _shader_creation_closed();
void _delete_confirm(bool p_cut = false);
void _toggle_editable_children_from_selection();
void _toggle_editable_children(Node *p_node);
void _toggle_placeholder_from_selection();
void _node_prerenamed(Node *p_node, const String &p_new_name);
void _nodes_drag_begin();
virtual void input(const Ref<InputEvent> &p_event) override;
virtual void unhandled_key_input(const Ref<InputEvent> &p_event) override;
void _import_subscene();
void _new_scene_from(String p_file);
void _set_node_owner_recursive(Node *p_node, Node *p_owner);
bool _validate_no_foreign();
bool _validate_no_instance();
void _selection_changed();
void _update_script_button();
void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, Map<Node *, NodePath> *p_renames);
void _normalize_drop(Node *&to_node, int &to_pos, int p_type);
void _nodes_dragged(Array p_nodes, NodePath p_to, int p_type);
void _files_dropped(Vector<String> p_files, NodePath p_to, int p_type);
void _script_dropped(String p_file, NodePath p_to);
void _quick_open();
void _tree_rmb(const Vector2 &p_menu_pos);
void _update_tree_menu();
void _filter_changed(const String &p_filter);
void _perform_instantiate_scenes(const Vector<String> &p_files, Node *parent, int p_pos);
void _replace_with_branch_scene(const String &p_file, Node *base);
void _remote_tree_selected();
void _local_tree_selected();
void _update_create_root_dialog();
void _favorite_root_selected(const String &p_class);
void _feature_profile_changed();
void _clear_clipboard();
void _create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap);
void _create_remap_for_resource(RES p_resource, Map<RES, RES> &r_remap);
bool profile_allow_editing = true;
bool profile_allow_script_editing = true;
static void _update_configuration_warning();
bool _update_node_path(Node *p_root_node, NodePath &r_node_path, Map<Node *, NodePath> *p_renames) const;
bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, Map<Node *, NodePath> *p_renames) const;
private:
static SceneTreeDock *singleton;
public:
static SceneTreeDock *get_singleton() { return singleton; }
protected:
void _notification(int p_what);
static void _bind_methods();
public:
String get_filter();
void set_filter(const String &p_filter);
void save_branch_to_file(String p_directory);
void _focus_node();
void import_subscene();
void add_root_node(Node *p_node);
void set_edited_scene(Node *p_scene);
void instantiate(const String &p_file);
void instantiate_scenes(const Vector<String> &p_files, Node *p_parent = nullptr);
void set_selected(Node *p_node, bool p_emit_selected = false);
void fill_path_renames(Node *p_node, Node *p_new_parent, Map<Node *, NodePath> *p_renames);
void perform_node_renames(Node *p_base, Map<Node *, NodePath> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr);
SceneTreeEditor *get_tree_editor() { return scene_tree; }
EditorData *get_editor_data() { return editor_data; }
void add_remote_tree_editor(Control *p_remote);
void show_remote_tree();
void hide_remote_tree();
void show_tab_buttons();
void hide_tab_buttons();
void replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties = true, bool p_remove_old = true);
void attach_script_to_selected(bool p_extend);
void open_script_dialog(Node *p_for_node, bool p_extend);
void attach_shader_to_selected(int p_preferred_mode = -1);
void open_shader_dialog(Ref<ShaderMaterial> &p_for_material, int p_preferred_mode = -1);
void open_add_child_dialog();
void open_instance_child_dialog();
List<Node *> paste_nodes();
List<Node *> get_node_clipboard() const;
ScriptCreateDialog *get_script_create_dialog() { return script_create_dialog; }
SceneTreeDock(Node *p_scene_root, EditorSelection *p_editor_selection, EditorData &p_editor_data);
~SceneTreeDock();
};
#endif // SCENE_TREE_DOCK_H