scene_tree_editor.h 6.9 KB

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  1. /**************************************************************************/
  2. /* scene_tree_editor.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef SCENE_TREE_EDITOR_H
  31. #define SCENE_TREE_EDITOR_H
  32. #include "editor/editor_data.h"
  33. #include "scene/gui/dialogs.h"
  34. #include "scene/gui/tree.h"
  35. class SceneTreeEditor : public Control {
  36. GDCLASS(SceneTreeEditor, Control);
  37. EditorSelection *editor_selection = nullptr;
  38. enum SceneTreeEditorButton {
  39. BUTTON_SUBSCENE = 0,
  40. BUTTON_VISIBILITY = 1,
  41. BUTTON_SCRIPT = 2,
  42. BUTTON_LOCK = 3,
  43. BUTTON_GROUP = 4,
  44. BUTTON_WARNING = 5,
  45. BUTTON_SIGNALS = 6,
  46. BUTTON_GROUPS = 7,
  47. BUTTON_PIN = 8,
  48. BUTTON_UNIQUE = 9,
  49. };
  50. Tree *tree = nullptr;
  51. Node *selected = nullptr;
  52. ObjectID instance_node;
  53. String filter;
  54. String filter_term_warning;
  55. AcceptDialog *error = nullptr;
  56. AcceptDialog *warning = nullptr;
  57. bool auto_expand_selected = true;
  58. bool connect_to_script_mode = false;
  59. bool connecting_signal = false;
  60. int blocked;
  61. void _compute_hash(Node *p_node, uint64_t &hash);
  62. void _add_nodes(Node *p_node, TreeItem *p_parent);
  63. void _test_update_tree();
  64. bool _update_filter(TreeItem *p_parent = nullptr, bool p_scroll_to_selected = false);
  65. bool _item_matches_all_terms(TreeItem *p_item, PackedStringArray p_terms);
  66. void _tree_changed();
  67. void _tree_process_mode_changed();
  68. void _node_removed(Node *p_node);
  69. void _node_renamed(Node *p_node);
  70. TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
  71. void _notification(int p_what);
  72. void _selected_changed();
  73. void _deselect_items();
  74. void _rename_node(ObjectID p_node, const String &p_name);
  75. void _cell_collapsed(Object *p_obj);
  76. uint64_t last_hash;
  77. bool can_rename;
  78. bool can_open_instance;
  79. bool updating_tree = false;
  80. bool show_enabled_subscene = false;
  81. bool is_scene_tree_dock = false;
  82. void _renamed();
  83. HashSet<Node *> marked;
  84. bool marked_selectable = false;
  85. bool marked_children_selectable = false;
  86. bool display_foreign = false;
  87. bool tree_dirty = true;
  88. bool pending_test_update = false;
  89. static void _bind_methods();
  90. void _cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
  91. void _toggle_visible(Node *p_node);
  92. void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected);
  93. void _update_selection(TreeItem *item);
  94. void _node_script_changed(Node *p_node);
  95. void _node_visibility_changed(Node *p_node);
  96. void _update_visibility_color(Node *p_node, TreeItem *p_item);
  97. void _selection_changed();
  98. Node *get_scene_node();
  99. Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
  100. bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
  101. void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
  102. void _empty_clicked(const Vector2 &p_pos, MouseButton p_button);
  103. void _rmb_select(const Vector2 &p_pos, MouseButton p_button = MouseButton::RIGHT);
  104. void _warning_changed(Node *p_for_node);
  105. Timer *update_timer = nullptr;
  106. List<StringName> *script_types;
  107. bool _is_script_type(const StringName &p_type) const;
  108. Vector<StringName> valid_types;
  109. public:
  110. // Public for use with callable_mp.
  111. void _update_tree(bool p_scroll_to_selected = false);
  112. void set_filter(const String &p_filter);
  113. String get_filter() const;
  114. String get_filter_term_warning();
  115. void set_as_scene_tree_dock();
  116. void set_display_foreign_nodes(bool p_display);
  117. void set_marked(const HashSet<Node *> &p_marked, bool p_selectable = false, bool p_children_selectable = true);
  118. void set_marked(Node *p_marked, bool p_selectable = false, bool p_children_selectable = true);
  119. void set_selected(Node *p_node, bool p_emit_selected = true);
  120. Node *get_selected();
  121. void set_can_rename(bool p_can_rename) { can_rename = p_can_rename; }
  122. void set_editor_selection(EditorSelection *p_selection);
  123. void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; }
  124. void set_valid_types(const Vector<StringName> &p_valid);
  125. void update_tree() { _update_tree(); }
  126. void set_auto_expand_selected(bool p_auto, bool p_update_settings);
  127. void set_connect_to_script_mode(bool p_enable);
  128. void set_connecting_signal(bool p_enable);
  129. Tree *get_scene_tree() { return tree; }
  130. void update_warning();
  131. SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false);
  132. ~SceneTreeEditor();
  133. };
  134. class SceneTreeDialog : public ConfirmationDialog {
  135. GDCLASS(SceneTreeDialog, ConfirmationDialog);
  136. SceneTreeEditor *tree = nullptr;
  137. //Button *select;
  138. //Button *cancel;
  139. LineEdit *filter = nullptr;
  140. void _select();
  141. void _cancel();
  142. void _selected_changed();
  143. void _filter_changed(const String &p_filter);
  144. void _update_theme();
  145. protected:
  146. void _notification(int p_what);
  147. static void _bind_methods();
  148. public:
  149. void popup_scenetree_dialog();
  150. SceneTreeEditor *get_scene_tree() { return tree; }
  151. LineEdit *get_filter_line_edit() { return filter; }
  152. SceneTreeDialog();
  153. ~SceneTreeDialog();
  154. };
  155. #endif // SCENE_TREE_EDITOR_H