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+/*************************************************************************/
+/* scene_tree_dock.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+#ifndef SCENE_TREE_DOCK_H
+#define SCENE_TREE_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_tree_editor.h"
+#include "create_dialog.h"
+#include "editor_data.h"
+#include "groups_editor.h"
+#include "connections_dialog.h"
+#include "script_create_dialog.h"
+#include "reparent_dialog.h"
+#include "scene/animation/animation_player.h"
+#include "editor_sub_scene.h"
+class EditorNode;
+
+class SceneTreeDock : public VBoxContainer {
+
+ OBJ_TYPE( SceneTreeDock, VBoxContainer );
+
+ enum Tool {
+
+ TOOL_NEW,
+ TOOL_INSTANCE,
+ TOOL_REPLACE,
+ TOOL_CONNECT,
+ TOOL_GROUP,
+ TOOL_SCRIPT,
+ TOOL_MOVE_UP,
+ TOOL_MOVE_DOWN,
+ TOOL_DUPLICATE,
+ TOOL_REPARENT,
+ TOOL_ERASE,
+ TOOL_BUTTON_MAX
+ };
+
+
+
+ int current_option;
+ CreateDialog *create_dialog;
+
+ ToolButton *tool_buttons[TOOL_BUTTON_MAX];
+ SceneTreeEditor *scene_tree;
+
+ HBoxContainer *tool_hbc;
+ void _tool_selected(int p_tool);
+
+ EditorData *editor_data;
+ EditorSelection *editor_selection;
+
+ GroupsEditor *groups_editor;
+ ConnectionsDialog *connect_dialog;
+ ScriptCreateDialog *script_create_dialog;
+ AcceptDialog *accept;
+ ConfirmationDialog *delete_dialog;
+
+ ReparentDialog *reparent_dialog;
+ FileDialog *file;
+ EditorSubScene *import_subscene_dialog;
+
+
+ void _create();
+ Node *scene_root;
+ Node *edited_scene;
+ EditorNode *editor;
+
+ Node *_duplicate(Node *p_node, Map<Node*,Node*> &duplimap);
+ void _node_reparent(NodePath p_path,bool p_node_only);
+ void _set_owners(Node *p_owner, const Array& p_nodes);
+ void _load_request(const String& p_path);
+ void _script_open_request(const Ref<Script>& p_script);
+
+
+ void _node_selected();
+ void _script_created(Ref<Script> p_script);
+
+ void _delete_confirm();
+ void _update_tool_buttons();
+
+ void _node_prerenamed(Node* p_node, const String& p_new_name);
+
+ void _unhandled_key_input(InputEvent p_event);
+
+ void _import_subscene();
+
+
+ void _fill_path_renames(Vector<StringName> base_path,Vector<StringName> new_base_path,Node * p_node, List<Pair<NodePath,NodePath> > *p_renames);
+
+protected:
+
+ void _notification(int p_what);
+ static void _bind_methods();
+public:
+
+ void import_subscene();
+ void set_edited_scene(Node* p_scene);
+ Node* instance(const String& p_path);
+ void set_selected(Node *p_node);
+ void fill_path_renames(Node* p_node, Node *p_new_parent, List<Pair<NodePath,NodePath> > *p_renames);
+ void perform_node_renames(Node* p_base,List<Pair<NodePath,NodePath> > *p_renames, Map<Ref<Animation>, Set<int> > *r_rem_anims=NULL);
+
+ SceneTreeDock(EditorNode *p_editor,Node *p_scene_root,EditorSelection *p_editor_selection,EditorData &p_editor_data);
+};
+
+#endif // SCENE_TREE_DOCK_H