scene_tree_editor.h 5.9 KB

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  1. /*************************************************************************/
  2. /* scene_tree_editor.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef SCENE_TREE_EDITOR_H
  31. #define SCENE_TREE_EDITOR_H
  32. #include "editor_data.h"
  33. #include "editor_settings.h"
  34. #include "scene/gui/button.h"
  35. #include "scene/gui/dialogs.h"
  36. #include "scene/gui/tree.h"
  37. #include "undo_redo.h"
  38. /**
  39. @author Juan Linietsky <reduzio@gmail.com>
  40. */
  41. class SceneTreeEditor : public Control {
  42. GDCLASS(SceneTreeEditor, Control);
  43. EditorSelection *editor_selection;
  44. enum {
  45. BUTTON_SUBSCENE = 0,
  46. BUTTON_VISIBILITY = 1,
  47. BUTTON_SCRIPT = 2,
  48. BUTTON_LOCK = 3,
  49. BUTTON_GROUP = 4,
  50. BUTTON_WARNING = 5,
  51. BUTTON_SIGNALS = 6,
  52. BUTTON_GROUPS = 7,
  53. };
  54. Tree *tree;
  55. Node *selected;
  56. ObjectID instance_node;
  57. String filter;
  58. AcceptDialog *error;
  59. AcceptDialog *warning;
  60. int blocked;
  61. void _compute_hash(Node *p_node, uint64_t &hash);
  62. bool _add_nodes(Node *p_node, TreeItem *p_parent);
  63. void _test_update_tree();
  64. void _update_tree();
  65. void _tree_changed();
  66. void _node_removed(Node *p_node);
  67. TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
  68. void _notification(int p_what);
  69. void _selected_changed();
  70. void _deselect_items();
  71. void _rename_node(ObjectID p_node, const String &p_name);
  72. void _cell_collapsed(Object *p_obj);
  73. uint64_t last_hash;
  74. bool can_rename;
  75. bool can_open_instance;
  76. bool updating_tree;
  77. bool show_enabled_subscene;
  78. void _renamed();
  79. UndoRedo *undo_redo;
  80. Set<Node *> marked;
  81. bool marked_selectable;
  82. bool marked_children_selectable;
  83. bool display_foreign;
  84. bool tree_dirty;
  85. bool pending_test_update;
  86. static void _bind_methods();
  87. void _cell_button_pressed(Object *p_item, int p_column, int p_id);
  88. void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected);
  89. void _update_selection(TreeItem *item);
  90. void _node_script_changed(Node *p_node);
  91. void _node_visibility_changed(Node *p_node);
  92. void _update_visibility_color(Node *p_node, TreeItem *p_item);
  93. void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root);
  94. void _selection_changed();
  95. Node *get_scene_node();
  96. Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
  97. bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
  98. void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
  99. void _rmb_select(const Vector2 &p_pos);
  100. void _warning_changed(Node *p_for_node);
  101. void _editor_settings_changed();
  102. Timer *update_timer;
  103. List<StringName> *script_types;
  104. bool _is_script_type(const StringName &p_type) const;
  105. public:
  106. void set_filter(const String &p_filter);
  107. String get_filter() const;
  108. void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; };
  109. void set_display_foreign_nodes(bool p_display);
  110. bool get_display_foreign_nodes() const;
  111. void set_marked(const Set<Node *> &p_marked, bool p_selectable = false, bool p_children_selectable = true);
  112. void set_marked(Node *p_marked, bool p_selectable = false, bool p_children_selectable = true);
  113. void set_selected(Node *p_node, bool p_emit_selected = true);
  114. Node *get_selected();
  115. void set_can_rename(bool p_can_rename) { can_rename = p_can_rename; }
  116. void set_editor_selection(EditorSelection *p_selection);
  117. void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; }
  118. void update_tree() { _update_tree(); }
  119. Tree *get_scene_tree() { return tree; }
  120. SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false);
  121. ~SceneTreeEditor();
  122. };
  123. class SceneTreeDialog : public ConfirmationDialog {
  124. GDCLASS(SceneTreeDialog, ConfirmationDialog);
  125. SceneTreeEditor *tree;
  126. //Button *select;
  127. //Button *cancel;
  128. void update_tree();
  129. void _select();
  130. void _cancel();
  131. protected:
  132. void _notification(int p_what);
  133. static void _bind_methods();
  134. public:
  135. SceneTreeEditor *get_scene_tree() { return tree; }
  136. SceneTreeDialog();
  137. ~SceneTreeDialog();
  138. };
  139. #endif