/**************************************************************************/ /* scene_tree_editor.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #include "scene_tree_editor.h" #include "core/config/project_settings.h" #include "core/object/script_language.h" #include "editor/editor_file_system.h" #include "editor/editor_node.h" #include "editor/editor_scale.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/editor_undo_redo_manager.h" #include "editor/node_dock.h" #include "editor/plugins/animation_player_editor_plugin.h" #include "editor/plugins/canvas_item_editor_plugin.h" #include "editor/plugins/script_editor_plugin.h" #include "scene/gui/flow_container.h" #include "scene/gui/label.h" #include "scene/gui/tab_container.h" #include "scene/gui/texture_rect.h" #include "scene/main/window.h" #include "scene/resources/packed_scene.h" Node *SceneTreeEditor::get_scene_node() const { ERR_FAIL_COND_V(!is_inside_tree(), nullptr); return get_tree()->get_edited_scene_root(); } void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button) { if (p_button != MouseButton::LEFT) { return; } if (connect_to_script_mode) { return; //don't do anything in this mode } TreeItem *item = Object::cast_to(p_item); ERR_FAIL_NULL(item); NodePath np = item->get_metadata(0); Node *n = get_node(np); ERR_FAIL_NULL(n); EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton(); if (p_id == BUTTON_SUBSCENE) { if (n == get_scene_node()) { if (n && n->get_scene_inherited_state().is_valid()) { emit_signal(SNAME("open"), n->get_scene_inherited_state()->get_path()); } } else { emit_signal(SNAME("open"), n->get_scene_file_path()); } } else if (p_id == BUTTON_SCRIPT) { Ref