/*************************************************************************/ /* scene_tree_editor.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_EDITOR_H #define SCENE_TREE_EDITOR_H #include "scene/gui/tree.h" #include "scene/gui/button.h" #include "scene/gui/dialogs.h" #include "undo_redo.h" #include "editor_data.h" /** @author Juan Linietsky */ class SceneTreeEditor : public Control { OBJ_TYPE( SceneTreeEditor, Control ); EditorSelection *editor_selection; enum { BUTTON_SUBSCENE=0, BUTTON_VISIBILITY=1, BUTTON_SCRIPT=2 }; Tree *tree; Node *selected; AcceptDialog *error; int blocked; void _compute_hash(Node *p_node,uint64_t &hash); void _add_nodes(Node *p_node,TreeItem *p_parent); void _test_update_tree(); void _update_tree(); void _tree_changed(); void _node_removed(Node *p_node); TreeItem* _find(TreeItem *p_node,const NodePath& p_path); void _notification(int p_what); void _selected_changed(); 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; void _renamed(); UndoRedo *undo_redo; Set marked; bool marked_selectable; bool marked_children_selectable; bool display_foreign; bool tree_dirty; bool pending_test_update; static void _bind_methods(); void _cell_button_pressed(Object *p_item,int p_column,int p_id); void _cell_multi_selected(Object *p_object,int p_cel,bool p_selected); void _update_selection(TreeItem *item); void _node_script_changed(Node *p_node); void _node_visibility_changed(Node *p_node); void _selection_changed(); Node *get_scene_node(); public: void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo=p_undo_redo; }; void set_display_foreign_nodes(bool p_display); bool get_display_foreign_nodes() const; void set_marked(const Set& 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); SceneTreeEditor(bool p_label=true,bool p_can_rename=false, bool p_can_open_instance=false); ~SceneTreeEditor(); }; class SceneTreeDialog : public ConfirmationDialog { OBJ_TYPE( SceneTreeDialog, ConfirmationDialog ); SceneTreeEditor *tree; // Button *select; // Button *cancel; void update_tree(); void _select(); void _cancel(); protected: void _notification(int p_what); static void _bind_methods(); public: SceneTreeEditor *get_tree() { return tree; } SceneTreeDialog(); ~SceneTreeDialog(); }; #endif