/*************************************************************************/ /* scene_tree_dock.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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_NEW_SCENE_FROM, TOOL_MULTI_EDIT, 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, bool p_confirm_override = false); EditorData *editor_data; EditorSelection *editor_selection; GroupsEditor *groups_editor; ConnectionsDialog *connect_dialog; ScriptCreateDialog *script_create_dialog; AcceptDialog *accept; ConfirmationDialog *delete_dialog; ReparentDialog *reparent_dialog; EditorFileDialog *file; EditorSubScene *import_subscene_dialog; EditorFileDialog *new_scene_from_dialog; bool first_enter; 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_keep_global_xform); 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); bool _cyclical_dependency_exists(const String& p_target_scene_path, Node* p_desired_node); void _node_selected(); void _node_renamed(); 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 _new_scene_from(String p_file); bool _validate_no_foreign(); void _selection_changed(); 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, bool p_emit_selected=false); 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); SceneTreeEditor *get_tree_editor() { return scene_tree; } SceneTreeDock(EditorNode *p_editor,Node *p_scene_root,EditorSelection *p_editor_selection,EditorData &p_editor_data); }; #endif // SCENE_TREE_DOCK_H