virtualx-engine/editor/scene_tree_editor.h

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/*************************************************************************/
/* scene_tree_editor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
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#ifndef SCENE_TREE_EDITOR_H
#define SCENE_TREE_EDITOR_H
#include "editor/editor_data.h"
#include "editor/editor_settings.h"
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#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
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class EditorUndoRedoManager;
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class SceneTreeEditor : public Control {
GDCLASS(SceneTreeEditor, Control);
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EditorSelection *editor_selection = nullptr;
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enum SceneTreeEditorButton {
BUTTON_SUBSCENE = 0,
BUTTON_VISIBILITY = 1,
BUTTON_SCRIPT = 2,
BUTTON_LOCK = 3,
BUTTON_GROUP = 4,
BUTTON_WARNING = 5,
BUTTON_SIGNALS = 6,
BUTTON_GROUPS = 7,
BUTTON_PIN = 8,
BUTTON_UNIQUE = 9,
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};
Tree *tree = nullptr;
Node *selected = nullptr;
ObjectID instance_node;
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String filter;
AcceptDialog *error = nullptr;
AcceptDialog *warning = nullptr;
bool auto_expand_selected = true;
bool connect_to_script_mode = false;
bool connecting_signal = false;
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int blocked;
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void _compute_hash(Node *p_node, uint64_t &hash);
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void _add_nodes(Node *p_node, TreeItem *p_parent);
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void _test_update_tree();
void _update_tree(bool p_scroll_to_selected = false);
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bool _update_filter(TreeItem *p_parent = nullptr, bool p_scroll_to_selected = false);
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void _tree_changed();
void _tree_process_mode_changed();
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void _node_removed(Node *p_node);
void _node_renamed(Node *p_node);
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TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
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void _notification(int p_what);
void _selected_changed();
void _deselect_items();
void _rename_node(ObjectID p_node, const String &p_name);
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void _cell_collapsed(Object *p_obj);
uint64_t last_hash;
bool can_rename;
bool can_open_instance;
bool updating_tree = false;
bool show_enabled_subscene = false;
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void _renamed();
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Ref<EditorUndoRedoManager> undo_redo;
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HashSet<Node *> marked;
bool marked_selectable = false;
bool marked_children_selectable = false;
bool display_foreign = false;
bool tree_dirty = true;
bool pending_test_update = false;
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static void _bind_methods();
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void _cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _toggle_visible(Node *p_node);
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void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected);
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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);
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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 _empty_clicked(const Vector2 &p_pos, MouseButton p_button);
void _rmb_select(const Vector2 &p_pos, MouseButton p_button = MouseButton::RIGHT);
void _warning_changed(Node *p_for_node);
Timer *update_timer = nullptr;
List<StringName> *script_types;
bool _is_script_type(const StringName &p_type) const;
Vector<StringName> valid_types;
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public:
void set_filter(const String &p_filter);
String get_filter() const;
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void set_undo_redo(Ref<EditorUndoRedoManager> p_undo_redo);
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void set_display_foreign_nodes(bool p_display);
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void set_marked(const HashSet<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);
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Node *get_selected();
void set_can_rename(bool p_can_rename) { can_rename = p_can_rename; }
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void set_editor_selection(EditorSelection *p_selection);
void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; }
void set_valid_types(const Vector<StringName> &p_valid);
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void update_tree() { _update_tree(); }
void set_auto_expand_selected(bool p_auto, bool p_update_settings);
void set_connect_to_script_mode(bool p_enable);
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void set_connecting_signal(bool p_enable);
Tree *get_scene_tree() { return tree; }
void update_warning();
SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false);
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~SceneTreeEditor();
};
class SceneTreeDialog : public ConfirmationDialog {
GDCLASS(SceneTreeDialog, ConfirmationDialog);
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SceneTreeEditor *tree = nullptr;
//Button *select;
//Button *cancel;
LineEdit *filter = nullptr;
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void _select();
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void _cancel();
void _selected_changed();
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void _filter_changed(const String &p_filter);
void _update_theme();
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
void popup_scenetree_dialog();
SceneTreeEditor *get_scene_tree() { return tree; }
LineEdit *get_filter_line_edit() { return filter; }
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SceneTreeDialog();
~SceneTreeDialog();
};
#endif // SCENE_TREE_EDITOR_H