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
6.1 KiB
C++
199 lines
6.1 KiB
C++
/*************************************************************************/
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/* scene_tree_editor.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 SCENE_TREE_EDITOR_H
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#define SCENE_TREE_EDITOR_H
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#include "scene/gui/tree.h"
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#include "scene/gui/button.h"
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#include "scene/gui/dialogs.h"
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#include "undo_redo.h"
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#include "editor_data.h"
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#include "editor_settings.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class SceneTreeEditor : public Control {
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OBJ_TYPE( SceneTreeEditor, Control );
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EditorSelection *editor_selection;
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enum {
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BUTTON_SUBSCENE=0,
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BUTTON_VISIBILITY=1,
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BUTTON_SCRIPT=2,
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BUTTON_LOCK=3,
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BUTTON_GROUP=4,
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BUTTON_WARNING=5,
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BUTTON_SIGNALS=6,
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BUTTON_GROUPS=7,
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};
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enum {
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SCENE_MENU_EDITABLE_CHILDREN,
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SCENE_MENU_USE_PLACEHOLDER,
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SCENE_MENU_OPEN,
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SCENE_MENU_CLEAR_INHERITANCE,
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SCENE_MENU_OPEN_INHERITED,
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SCENE_MENU_CLEAR_INHERITANCE_CONFIRM,
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SCENE_MENU_CLEAR_INSTANCING,
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};
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Tree *tree;
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Node *selected;
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PopupMenu *instance_menu;
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PopupMenu *inheritance_menu;
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ObjectID instance_node;
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String filter;
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AcceptDialog *error;
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AcceptDialog *warning;
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ConfirmationDialog *clear_inherit_confirm;
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int blocked;
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void _compute_hash(Node *p_node,uint64_t &hash);
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bool _add_nodes(Node *p_node,TreeItem *p_parent);
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void _test_update_tree();
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void _update_tree();
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void _tree_changed();
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void _node_removed(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);
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void _selected_changed();
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void _rename_node(ObjectID p_node,const String& p_name);
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void _cell_collapsed(Object *p_obj);
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uint64_t last_hash;
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bool can_rename;
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bool can_open_instance;
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bool updating_tree;
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bool show_enabled_subscene;
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void _renamed();
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UndoRedo *undo_redo;
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Set<Node*> marked;
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bool marked_selectable;
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bool marked_children_selectable;
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bool display_foreign;
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bool tree_dirty;
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bool pending_test_update;
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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);
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void _cell_multi_selected(Object *p_object,int p_cel,bool p_selected);
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void _update_selection(TreeItem *item);
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void _node_script_changed(Node *p_node);
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void _node_visibility_changed(Node *p_node);
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void _update_visibility_color(Node *p_node, TreeItem *p_item);
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void _subscene_option(int p_idx);
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void _node_replace_owner(Node* p_base,Node* p_node,Node* p_root);
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void _selection_changed();
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Node *get_scene_node();
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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 _rmb_select(const Vector2& p_pos);
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void _warning_changed(Node* p_for_node);
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void _editor_settings_changed();
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Timer* update_timer;
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List<StringName> *script_types;
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bool _is_script_type(const StringName &p_type) const;
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public:
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void set_filter(const String& p_filter);
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String get_filter() const;
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void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; };
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void set_display_foreign_nodes(bool p_display);
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bool get_display_foreign_nodes() const;
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void set_marked(const Set<Node*>& p_marked,bool p_selectable=false,bool p_children_selectable=true);
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void set_marked(Node *p_marked,bool p_selectable=false,bool p_children_selectable=true);
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void set_selected(Node *p_node,bool p_emit_selected=true);
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Node *get_selected();
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void set_can_rename(bool p_can_rename) { can_rename=p_can_rename; }
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void set_editor_selection(EditorSelection *p_selection);
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void set_show_enabled_subscene(bool p_show) { show_enabled_subscene=p_show; }
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void update_tree() { _update_tree(); }
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Tree* get_scene_tree() { return tree; }
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SceneTreeEditor(bool p_label=true,bool p_can_rename=false, bool p_can_open_instance=false);
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~SceneTreeEditor();
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};
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class SceneTreeDialog : public ConfirmationDialog {
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OBJ_TYPE( SceneTreeDialog, ConfirmationDialog );
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SceneTreeEditor *tree;
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// Button *select;
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// Button *cancel;
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void update_tree();
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void _select();
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void _cancel();
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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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SceneTreeEditor *get_scene_tree() { return tree; }
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SceneTreeDialog();
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~SceneTreeDialog();
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};
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#endif
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