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/*************************************************************************/
/* 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_TOGGLE_SCENE_UNIQUE_NAME,
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(const 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
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