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/*************************************************************************/
/* scene_tree_dock.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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/connections_dialog.h"
#include "editor/create_dialog.h"
#include "editor/editor_data.h"
#include "editor/editor_sub_scene.h"
#include "editor/groups_editor.h"
#include "editor/rename_dialog.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/tool_button.h"
#include "scene/gui/tree.h"
#include "scene_tree_editor.h"
class EditorNode;
class SceneTreeDock : public VBoxContainer {
GDCLASS(SceneTreeDock, VBoxContainer);
enum Tool {
TOOL_NEW,
TOOL_INSTANCE,
TOOL_RENAME,
TOOL_BATCH_RENAME,
TOOL_REPLACE,
TOOL_ATTACH_SCRIPT,
TOOL_CLEAR_SCRIPT,
TOOL_MOVE_UP,
TOOL_MOVE_DOWN,
TOOL_DUPLICATE,
TOOL_REPARENT,
TOOL_NEW_SCENE_FROM,
TOOL_MERGE_FROM_SCENE,
TOOL_MULTI_EDIT,
TOOL_ERASE,
TOOL_COPY_NODE_PATH,
TOOL_BUTTON_MAX,
TOOL_SCENE_EDITABLE_CHILDREN,
TOOL_SCENE_USE_PLACEHOLDER,
TOOL_SCENE_CLEAR_INSTANCING,
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,
};
enum {
EDIT_SUBRESOURCE_BASE = 100
};
Vector<ObjectID> subresources;
bool restore_script_editor_on_drag;
int current_option;
CreateDialog *create_dialog;
RenameDialog *rename_dialog;
ToolButton *button_add;
ToolButton *button_instance;
ToolButton *button_create_script;
ToolButton *button_clear_script;
HBoxContainer *button_hb;
ToolButton *edit_local, *edit_remote;
SceneTreeEditor *scene_tree;
Control *remote_tree;
HBoxContainer *tool_hbc;
void _tool_selected(int p_tool, bool p_confirm_override = false);
EditorData *editor_data;
EditorSelection *editor_selection;
ScriptCreateDialog *script_create_dialog;
AcceptDialog *accept;
ConfirmationDialog *delete_dialog;
ReparentDialog *reparent_dialog;
EditorFileDialog *file;
EditorSubScene *import_subscene_dialog;
EditorFileDialog *new_scene_from_dialog;
LineEdit *filter;
TextureRect *filter_icon;
PopupMenu *menu;
PopupMenu *menu_subresources;
ConfirmationDialog *clear_inherit_confirm;
bool first_enter;
void _create();
Node *scene_root;
Node *edited_scene;
EditorNode *editor;
VBoxContainer *create_root_dialog;
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);
void _set_owners(Node *p_owner, const Array &p_nodes);
void _node_replace_owner(Node *p_base, Node *p_node, Node *p_root);
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 _node_prerenamed(Node *p_node, const String &p_new_name);
void _nodes_drag_begin();
void _input(Ref<InputEvent> p_event);
void _unhandled_key_input(Ref<InputEvent> p_event);
void _import_subscene();
void _new_scene_from(String p_file);
bool _validate_no_foreign();
void _selection_changed();
void _update_script_button();
void _fill_path_renames(Vector<StringName> base_path, Vector<StringName> new_base_path, Node *p_node, List<Pair<NodePath, 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 _tree_rmb(const Vector2 &p_menu_pos);
void _filter_changed(const String &p_filter);
void _perform_instance_scenes(const Vector<String> &p_files, Node *parent, int p_pos);
void _replace_with_branch_scene(const String &p_file, Node *base);
void _file_selected(String p_file);
void _remote_tree_selected();
void _local_tree_selected();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
String get_filter();
void set_filter(const String &p_filter);
void _focus_node();
void import_subscene();
void set_edited_scene(Node *p_scene);
void instance(const String &p_file);
void instance_scenes(const Vector<String> &p_files, Node *p_parent = NULL);
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; }
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);
void open_script_dialog(Node *p_for_node);
ScriptCreateDialog *get_script_create_dialog() { return script_create_dialog; }
SceneTreeDock(EditorNode *p_editor, Node *p_scene_root, EditorSelection *p_editor_selection, EditorData &p_editor_data);
};
#endif // SCENE_TREE_DOCK_H
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