virtualx-engine/tools/editor/resources_dock.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

109 lines
3.5 KiB
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/*************************************************************************/
/* resources_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef RESOURCES_DOCK_H
#define RESOURCES_DOCK_H
#include "scene/gui/control.h"
#include "scene/gui/tree.h"
#include "scene/gui/label.h"
#include "scene/gui/button.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/box_container.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/file_dialog.h"
#include "create_dialog.h"
#include "editor_file_dialog.h"
class EditorNode;
class ResourcesDock : public VBoxContainer {
OBJ_TYPE( ResourcesDock, VBoxContainer );
enum {
TOOL_NEW,
TOOL_OPEN,
TOOL_SAVE,
TOOL_SAVE_AS,
TOOL_MAKE_LOCAL,
TOOL_COPY,
TOOL_PASTE,
TOOL_MAX
};
EditorNode *editor;
Button *button_new;
Button *button_open;
Button *button_save;
Button *button_tools;
CreateDialog *create_dialog;
AcceptDialog *accept;
EditorFileDialog *file;
Tree *resources;
bool block_add;
int current_action;
void _file_action(const String& p_action);
void _delete(Object* p_item, int p_column, int p_id);
void _resource_selected();
void _update_name(TreeItem *item);
void _tool_selected(int p_tool);
void _create();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void add_resource(const Ref<Resource>& p_resource);
void remove_resource(const Ref<Resource>& p_resource);
void save_resource(const String& p_path,const Ref<Resource>& p_resource);
void save_resource_as(const Ref<Resource>& p_resource);
void cleanup();
ResourcesDock(EditorNode *p_editor);
};
#endif // RESOURCES_DOCK_H