/*************************************************************************/ /* scene_tree_editor.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_EDITOR_H #define SCENE_TREE_EDITOR_H #include "core/object/undo_redo.h" #include "editor/editor_data.h" #include "editor/editor_settings.h" #include "scene/gui/button.h" #include "scene/gui/dialogs.h" #include "scene/gui/tree.h" class SceneTreeEditor : public Control { GDCLASS(SceneTreeEditor, Control); EditorSelection *editor_selection = nullptr; enum SceneTreeEditorButton { BUTTON_SUBSCENE = 0, BUTTON_VISIBILITY = 1, BUTTON_SCRIPT = 2, BUTTON_LOCK = 3, BUTTON_GROUP = 4, BUTTON_WARNING = 5, BUTTON_SIGNALS = 6, BUTTON_GROUPS = 7, BUTTON_PIN = 8, BUTTON_UNIQUE = 9, }; Tree *tree = nullptr; Node *selected = nullptr; ObjectID instance_node; String filter; AcceptDialog *error = nullptr; AcceptDialog *warning = nullptr; bool auto_expand_selected = true; bool connect_to_script_mode = false; bool connecting_signal = false; int blocked; void _compute_hash(Node *p_node, uint64_t &hash); bool _add_nodes(Node *p_node, TreeItem *p_parent, bool p_scroll_to_selected = false); void _test_update_tree(); void _update_tree(bool p_scroll_to_selected = false); void _tree_changed(); void _tree_process_mode_changed(); void _node_removed(Node *p_node); void _node_renamed(Node *p_node); TreeItem *_find(TreeItem *p_node, const NodePath &p_path); void _notification(int p_what); void _selected_changed(); void _deselect_items(); void _rename_node(ObjectID p_node, const String &p_name); void _cell_collapsed(Object *p_obj); uint64_t last_hash; bool can_rename; bool can_open_instance; bool updating_tree = false; bool show_enabled_subscene = false; void _renamed(); UndoRedo *undo_redo = nullptr; HashSet<Node *> marked; bool marked_selectable = false; bool marked_children_selectable = false; bool display_foreign = false; bool tree_dirty = true; bool pending_test_update = false; static void _bind_methods(); void _cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button); void _toggle_visible(Node *p_node); void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected); void _update_selection(TreeItem *item); void _node_script_changed(Node *p_node); void _node_visibility_changed(Node *p_node); void _update_visibility_color(Node *p_node, TreeItem *p_item); void _selection_changed(); Node *get_scene_node(); 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 _empty_clicked(const Vector2 &p_pos, MouseButton p_button); void _rmb_select(const Vector2 &p_pos, MouseButton p_button = MouseButton::RIGHT); void _warning_changed(Node *p_for_node); Timer *update_timer = nullptr; List<StringName> *script_types; bool _is_script_type(const StringName &p_type) const; Vector<StringName> valid_types; public: void set_filter(const String &p_filter); String get_filter() const; void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; }; void set_display_foreign_nodes(bool p_display); void set_marked(const HashSet<Node *> &p_marked, bool p_selectable = false, bool p_children_selectable = true); void set_marked(Node *p_marked, bool p_selectable = false, bool p_children_selectable = true); void set_selected(Node *p_node, bool p_emit_selected = true); Node *get_selected(); void set_can_rename(bool p_can_rename) { can_rename = p_can_rename; } void set_editor_selection(EditorSelection *p_selection); void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; } void set_valid_types(const Vector<StringName> &p_valid); void update_tree() { _update_tree(); } void set_auto_expand_selected(bool p_auto, bool p_update_settings); void set_connect_to_script_mode(bool p_enable); void set_connecting_signal(bool p_enable); Tree *get_scene_tree() { return tree; } void update_warning(); SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false); ~SceneTreeEditor(); }; class SceneTreeDialog : public ConfirmationDialog { GDCLASS(SceneTreeDialog, ConfirmationDialog); SceneTreeEditor *tree = nullptr; //Button *select; //Button *cancel; LineEdit *filter = nullptr; void _select(); void _cancel(); void _filter_changed(const String &p_filter); void _update_theme(); protected: void _notification(int p_what); static void _bind_methods(); public: void popup_scenetree_dialog(); SceneTreeEditor *get_scene_tree() { return tree; } LineEdit *get_filter_line_edit() { return filter; } SceneTreeDialog(); ~SceneTreeDialog(); }; #endif