/*************************************************************************/ /* filesystem_dock.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 FILESYSTEM_DOCK_H #define FILESYSTEM_DOCK_H #include "scene/gui/box_container.h" #include "scene/gui/control.h" #include "scene/gui/item_list.h" #include "scene/gui/label.h" #include "scene/gui/menu_button.h" #include "scene/gui/option_button.h" #include "scene/gui/progress_bar.h" #include "scene/gui/split_container.h" #include "scene/gui/tool_button.h" #include "scene/gui/tree.h" #include "scene/main/timer.h" #include "os/dir_access.h" #include "os/thread.h" #include "dependency_editor.h" #include "editor_dir_dialog.h" #include "editor_file_system.h" class EditorNode; class FileSystemDock : public VBoxContainer { GDCLASS(FileSystemDock, VBoxContainer); public: enum DisplayMode { DISPLAY_THUMBNAILS, DISPLAY_LIST }; private: enum FileMenu { FILE_OPEN, FILE_INSTANCE, FILE_DEPENDENCIES, FILE_OWNERS, FILE_MOVE, FILE_REMOVE, FILE_REIMPORT, FILE_INFO, FILE_SHOW_IN_EXPLORER, FILE_COPY_PATH }; enum FolderMenu { FOLDER_EXPAND_ALL, FOLDER_COLLAPSE_ALL }; VBoxContainer *scanning_vb; ProgressBar *scanning_progress; VSplitContainer *split_box; VBoxContainer *file_list_vb; EditorNode *editor; Set favorites; Button *button_reload; Button *button_favorite; Button *button_back; Button *button_display_mode; Button *button_hist_next; Button *button_hist_prev; LineEdit *current_path; LineEdit *search_box; TextureRect *search_icon; HBoxContainer *path_hb; bool split_mode; DisplayMode display_mode; PopupMenu *file_options; PopupMenu *folder_options; DependencyEditor *deps_editor; DependencyEditorOwners *owners_editor; DependencyRemoveDialog *remove_dialog; EditorDirDialog *move_dialog; EditorFileDialog *rename_dialog; Vector move_dirs; Vector move_files; Vector history; int history_pos; String path; bool initialized; bool updating_tree; Tree *tree; //directories ItemList *files; void _file_multi_selected(int p_index, bool p_selected); void _file_selected(); void _go_to_tree(); void _go_to_dir(const String &p_dir); void _select_file(int p_idx); bool _create_tree(TreeItem *p_parent, EditorFileSystemDirectory *p_dir); void _thumbnail_done(const String &p_path, const Ref &p_preview, const Variant &p_udata); void _find_inside_move_files(EditorFileSystemDirectory *efsd, Vector &files); void _find_remaps(EditorFileSystemDirectory *efsd, Map &renames, List &to_remaps); void _rename_operation(const String &p_to_path); void _move_operation(const String &p_to_path); void _file_option(int p_option); void _folder_option(int p_option); void _update_files(bool p_keep_selection); void _change_file_display(); void _fs_changed(); void _fw_history(); void _bw_history(); void _push_to_history(); void _dir_selected(); void _update_tree(); void _rescan(); void _set_scanning_mode(); void _favorites_pressed(); void _open_pressed(); void _dir_rmb_pressed(const Vector2 &local_mouse_pos); void _search_changed(const String &p_text); void _files_list_rmb_select(int p_item, const Vector2 &p_pos); struct FileInfo { String name; String path; StringName type; int import_status; //0 not imported, 1 - ok, 2- must reimport, 3- broken Vector sources; bool operator<(const FileInfo &fi) const { return name < fi.name; } }; void _search(EditorFileSystemDirectory *p_path, List *matches, int p_max_items); Variant get_drag_data_fw(const Point2 &p_point, Control *p_from); bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _preview_invalidated(const String &p_path); protected: void _notification(int p_what); static void _bind_methods(); public: String get_selected_path() const; String get_current_path() const; void navigate_to_path(const String &p_path); void focus_on_filter(); void fix_dependencies(const String &p_for_file); void set_display_mode(int p_mode); int get_split_offset() { return split_box->get_split_offset(); } void set_split_offset(int p_offset) { split_box->set_split_offset(p_offset); } void select_file(const String &p_file); FileSystemDock(EditorNode *p_editor); ~FileSystemDock(); }; #endif // SCENES_DOCK_H