/*************************************************************************/ /* scene_tree_dock.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 SCENE_TREE_DOCK_H #define SCENE_TREE_DOCK_H #include "editor/create_dialog.h" #include "editor/editor_data.h" #include "editor/groups_editor.h" #include "editor/quick_open.h" #include "editor/reparent_dialog.h" #include "editor/script_create_dialog.h" #include "scene/animation/animation_player.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/control.h" #include "scene/gui/label.h" #include "scene/gui/popup_menu.h" #include "scene/gui/tree.h" #include "scene_tree_editor.h" #include "modules/modules_enabled.gen.h" // For regex. #ifdef MODULE_REGEX_ENABLED class RenameDialog; #endif // MODULE_REGEX_ENABLED class ShaderCreateDialog; class SceneTreeDock : public VBoxContainer { GDCLASS(SceneTreeDock, VBoxContainer); enum Tool { TOOL_NEW, TOOL_INSTANTIATE, TOOL_EXPAND_COLLAPSE, TOOL_CUT, TOOL_COPY, TOOL_PASTE, TOOL_RENAME, #ifdef MODULE_REGEX_ENABLED TOOL_BATCH_RENAME, #endif // MODULE_REGEX_ENABLED TOOL_REPLACE, TOOL_EXTEND_SCRIPT, TOOL_ATTACH_SCRIPT, TOOL_DETACH_SCRIPT, TOOL_MOVE_UP, TOOL_MOVE_DOWN, TOOL_DUPLICATE, TOOL_REPARENT, TOOL_REPARENT_TO_NEW_NODE, TOOL_MAKE_ROOT, TOOL_NEW_SCENE_FROM, TOOL_MULTI_EDIT, TOOL_ERASE, TOOL_COPY_NODE_PATH, TOOL_BUTTON_MAX, TOOL_OPEN_DOCUMENTATION, TOOL_AUTO_EXPAND, TOOL_SCENE_EDITABLE_CHILDREN, TOOL_SCENE_USE_PLACEHOLDER, TOOL_SCENE_MAKE_LOCAL, TOOL_SCENE_OPEN, TOOL_SCENE_CLEAR_INHERITANCE, TOOL_SCENE_CLEAR_INHERITANCE_CONFIRM, TOOL_SCENE_OPEN_INHERITED, TOOL_CREATE_2D_SCENE, TOOL_CREATE_3D_SCENE, TOOL_CREATE_USER_INTERFACE, TOOL_CREATE_FAVORITE, }; enum { EDIT_SUBRESOURCE_BASE = 100 }; Vector<ObjectID> subresources; bool restore_script_editor_on_drag = false; bool reset_create_dialog = false; int current_option; CreateDialog *create_dialog = nullptr; #ifdef MODULE_REGEX_ENABLED RenameDialog *rename_dialog = nullptr; #endif // MODULE_REGEX_ENABLED Button *button_add = nullptr; Button *button_instance = nullptr; Button *button_create_script = nullptr; Button *button_detach_script = nullptr; MenuButton *button_tree_menu = nullptr; Button *button_2d = nullptr; Button *button_3d = nullptr; Button *button_ui = nullptr; Button *button_custom = nullptr; Button *button_clipboard = nullptr; HBoxContainer *button_hb = nullptr; Button *edit_local, *edit_remote; SceneTreeEditor *scene_tree = nullptr; Control *remote_tree = nullptr; HBoxContainer *tool_hbc = nullptr; void _tool_selected(int p_tool, bool p_confirm_override = false); void _property_selected(int p_idx); void _node_collapsed(Object *p_obj); Node *property_drop_node = nullptr; String resource_drop_path; void _perform_property_drop(Node *p_node, String p_property, RES p_res); EditorData *editor_data = nullptr; EditorSelection *editor_selection = nullptr; List<Node *> node_clipboard; String clipboard_source_scene; HashMap<String, Map<RES, RES>> clipboard_resource_remap; ScriptCreateDialog *script_create_dialog = nullptr; ShaderCreateDialog *shader_create_dialog = nullptr; AcceptDialog *accept = nullptr; ConfirmationDialog *delete_dialog = nullptr; ConfirmationDialog *editable_instance_remove_dialog = nullptr; ConfirmationDialog *placeholder_editable_instance_remove_dialog = nullptr; ReparentDialog *reparent_dialog = nullptr; EditorQuickOpen *quick_open = nullptr; EditorFileDialog *new_scene_from_dialog = nullptr; LineEdit *filter = nullptr; TextureRect *filter_icon = nullptr; PopupMenu *menu = nullptr; PopupMenu *menu_subresources = nullptr; PopupMenu *menu_properties = nullptr; ConfirmationDialog *clear_inherit_confirm = nullptr; bool first_enter = true; void _create(); void _do_create(Node *p_parent); Node *scene_root = nullptr; Node *edited_scene = nullptr; VBoxContainer *create_root_dialog = nullptr; String selected_favorite_root; Ref<ShaderMaterial> selected_shader_material; void _add_children_to_popup(Object *p_obj, int p_depth); void _node_reparent(NodePath p_path, bool p_keep_global_xform); void _do_reparent(Node *p_new_parent, int p_position_in_parent, Vector<Node *> p_nodes, bool p_keep_global_xform); bool _is_collapsed_recursive(TreeItem *p_item) const; void _set_collapsed_recursive(TreeItem *p_item, bool p_collapsed); void _set_owners(Node *p_owner, const Array &p_nodes); enum ReplaceOwnerMode { MODE_BIDI, MODE_DO, MODE_UNDO }; void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root, ReplaceOwnerMode p_mode = MODE_BIDI); void _load_request(const String &p_path); void _script_open_request(const Ref<Script> &p_script); void _push_item(Object *p_object); bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node); bool _track_inherit(const String &p_target_scene_path, Node *p_desired_node); void _node_selected(); void _node_renamed(); void _script_created(Ref<Script> p_script); void _shader_created(Ref<Shader> p_shader); void _script_creation_closed(); void _shader_creation_closed(); void _delete_confirm(bool p_cut = false); void _toggle_editable_children_from_selection(); void _toggle_editable_children(Node *p_node); void _toggle_placeholder_from_selection(); void _node_prerenamed(Node *p_node, const String &p_new_name); void _nodes_drag_begin(); virtual void input(const Ref<InputEvent> &p_event) override; virtual void shortcut_input(const Ref<InputEvent> &p_event) override; void _import_subscene(); void _new_scene_from(String p_file); void _set_node_owner_recursive(Node *p_node, Node *p_owner); bool _validate_no_foreign(); bool _validate_no_instance(); void _selection_changed(); void _update_script_button(); void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, Map<Node *, NodePath> *p_renames); void _normalize_drop(Node *&to_node, int &to_pos, int p_type); void _nodes_dragged(Array p_nodes, NodePath p_to, int p_type); void _files_dropped(Vector<String> p_files, NodePath p_to, int p_type); void _script_dropped(String p_file, NodePath p_to); void _quick_open(); void _tree_rmb(const Vector2 &p_menu_pos); void _update_tree_menu(); void _filter_changed(const String &p_filter); void _perform_instantiate_scenes(const Vector<String> &p_files, Node *parent, int p_pos); void _replace_with_branch_scene(const String &p_file, Node *base); void _remote_tree_selected(); void _local_tree_selected(); void _update_create_root_dialog(); void _favorite_root_selected(const String &p_class); void _feature_profile_changed(); void _clear_clipboard(); void _create_remap_for_node(Node *p_node, Map<RES, RES> &r_remap); void _create_remap_for_resource(RES p_resource, Map<RES, RES> &r_remap); bool profile_allow_editing = true; bool profile_allow_script_editing = true; static void _update_configuration_warning(); bool _update_node_path(Node *p_root_node, NodePath &r_node_path, Map<Node *, NodePath> *p_renames) const; bool _check_node_path_recursive(Node *p_root_node, Variant &r_variant, Map<Node *, NodePath> *p_renames) const; private: static SceneTreeDock *singleton; public: static SceneTreeDock *get_singleton() { return singleton; } protected: void _notification(int p_what); static void _bind_methods(); public: String get_filter(); void set_filter(const String &p_filter); void save_branch_to_file(String p_directory); void _focus_node(); void import_subscene(); void add_root_node(Node *p_node); void set_edited_scene(Node *p_scene); void instantiate(const String &p_file); void instantiate_scenes(const Vector<String> &p_files, Node *p_parent = nullptr); void set_selected(Node *p_node, bool p_emit_selected = false); void fill_path_renames(Node *p_node, Node *p_new_parent, Map<Node *, NodePath> *p_renames); void perform_node_renames(Node *p_base, Map<Node *, NodePath> *p_renames, Map<Ref<Animation>, Set<int>> *r_rem_anims = nullptr); SceneTreeEditor *get_tree_editor() { return scene_tree; } EditorData *get_editor_data() { return editor_data; } void add_remote_tree_editor(Control *p_remote); void show_remote_tree(); void hide_remote_tree(); void show_tab_buttons(); void hide_tab_buttons(); void replace_node(Node *p_node, Node *p_by_node, bool p_keep_properties = true, bool p_remove_old = true); void attach_script_to_selected(bool p_extend); void open_script_dialog(Node *p_for_node, bool p_extend); void attach_shader_to_selected(int p_preferred_mode = -1); void open_shader_dialog(Ref<ShaderMaterial> &p_for_material, int p_preferred_mode = -1); void open_add_child_dialog(); void open_instance_child_dialog(); List<Node *> paste_nodes(); List<Node *> get_node_clipboard() const; ScriptCreateDialog *get_script_create_dialog() { return script_create_dialog; } SceneTreeDock(Node *p_scene_root, EditorSelection *p_editor_selection, EditorData &p_editor_data); ~SceneTreeDock(); }; #endif // SCENE_TREE_DOCK_H