d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
199 lines
5.8 KiB
C++
199 lines
5.8 KiB
C++
/*************************************************************************/
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/* scenes_dock.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FILESYSTEM_DOCK_H
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#define FILESYSTEM_DOCK_H
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#include "scene/main/timer.h"
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#include "scene/gui/control.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/label.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/progress_bar.h"
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#include "scene/gui/split_container.h"
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#include "os/dir_access.h"
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#include "os/thread.h"
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#include "editor_file_system.h"
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#include "editor_dir_dialog.h"
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#include "dependency_editor.h"
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class EditorNode;
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class FileSystemDock : public VBoxContainer {
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OBJ_TYPE( FileSystemDock, VBoxContainer );
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public:
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enum DisplayMode {
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DISPLAY_THUMBNAILS,
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DISPLAY_LIST
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};
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private:
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enum FileMenu {
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FILE_OPEN,
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FILE_INSTANCE,
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FILE_DEPENDENCIES,
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FILE_OWNERS,
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FILE_MOVE,
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FILE_REMOVE,
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FILE_REIMPORT,
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FILE_INFO,
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FILE_SHOW_IN_EXPLORER,
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FILE_COPY_PATH
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};
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VBoxContainer *scanning_vb;
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ProgressBar *scanning_progress;
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VSplitContainer *split_box;
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VBoxContainer *file_list_vb;
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EditorNode *editor;
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Set<String> favorites;
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Button *button_reload;
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Button *button_favorite;
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Button *button_back;
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Button *button_display_mode;
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Button *button_hist_next;
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Button *button_hist_prev;
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LineEdit *current_path;
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LineEdit *search_box;
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TextureFrame *search_icon;
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HBoxContainer *path_hb;
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bool split_mode;
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DisplayMode display_mode;
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PopupMenu *file_options;
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DependencyEditor *deps_editor;
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DependencyEditorOwners *owners_editor;
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DependencyRemoveDialog *remove_dialog;
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EditorDirDialog *move_dialog;
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EditorFileDialog *rename_dialog;
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Vector<String> move_dirs;
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Vector<String> move_files;
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Vector<String> history;
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int history_pos;
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String path;
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bool initialized;
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bool updating_tree;
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Tree * tree; //directories
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ItemList *files;
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void _go_to_tree();
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void _go_to_dir(const String& p_dir);
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void _select_file(int p_idx);
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bool _create_tree(TreeItem *p_parent,EditorFileSystemDirectory *p_dir);
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void _thumbnail_done(const String& p_path,const Ref<Texture>& p_preview, const Variant& p_udata);
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void _find_inside_move_files(EditorFileSystemDirectory *efsd,Vector<String>& files);
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void _find_remaps(EditorFileSystemDirectory *efsd,Map<String,String> &renames,List<String>& to_remaps);
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void _rename_operation(const String& p_to_path);
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void _move_operation(const String& p_to_path);
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void _file_option(int p_option);
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void _update_files(bool p_keep_selection);
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void _change_file_display();
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void _fs_changed();
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void _fw_history();
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void _bw_history();
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void _push_to_history();
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void _dir_selected();
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void _update_tree();
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void _rescan();
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void _set_scannig_mode();
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void _favorites_pressed();
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void _open_pressed();
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void _search_changed(const String& p_text);
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void _files_list_rmb_select(int p_item,const Vector2& p_pos);
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struct FileInfo {
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String name;
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String path;
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StringName type;
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int import_status; //0 not imported, 1 - ok, 2- must reimport, 3- broken
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Vector<String> sources;
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bool operator<(const FileInfo& fi) const {
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return name < fi.name;
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}
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};
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void _search(EditorFileSystemDirectory *p_path, List<FileInfo>* matches, int p_max_items);
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Variant get_drag_data_fw(const Point2& p_point,Control* p_from);
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bool can_drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from) const;
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void drop_data_fw(const Point2& p_point,const Variant& p_data,Control* p_from);
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void _preview_invalidated(const String& p_path);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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String get_selected_path() const;
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String get_current_path() const;
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void focus_on_filter();
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void fix_dependencies(const String& p_for_file);
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void set_display_mode(int p_mode);
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FileSystemDock(EditorNode *p_editor);
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~FileSystemDock();
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};
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#endif // SCENES_DOCK_H
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