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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
116 lines
4.3 KiB
C++
116 lines
4.3 KiB
C++
/*************************************************************************/
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/* rename_dialog.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENAME_DIALOG_H
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#define RENAME_DIALOG_H
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#include "scene/gui/check_box.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/spin_box.h"
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#include "core/object/undo_redo.h"
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#include "editor/scene_tree_editor.h"
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/**
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@author Blazej Floch
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*/
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class RenameDialog : public ConfirmationDialog {
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GDCLASS(RenameDialog, ConfirmationDialog);
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virtual void ok_pressed() override { rename(); };
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void _cancel_pressed() {}
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void _features_toggled(bool pressed);
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void _insert_text(String text);
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void _update_substitute();
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bool _is_main_field(LineEdit *line_edit);
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void _iterate_scene(const Node *node, const Array &selection, int *count);
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String _apply_rename(const Node *node, int count);
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String _substitute(const String &subject, const Node *node, int count);
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String _regex(const String &pattern, const String &subject, const String &replacement);
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String _postprocess(const String &subject);
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void _update_preview(String new_text = "");
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void _update_preview_int(int new_value = 0);
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static void _error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, ErrorHandlerType p_type);
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SceneTreeEditor *scene_tree_editor;
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UndoRedo *undo_redo;
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int global_count;
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LineEdit *lne_search;
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LineEdit *lne_replace;
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LineEdit *lne_prefix;
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LineEdit *lne_suffix;
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TabContainer *tabc_features;
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CheckBox *cbut_substitute;
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CheckButton *cbut_regex;
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CheckBox *cbut_process;
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CheckBox *chk_per_level_counter;
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Button *but_insert_name;
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Button *but_insert_parent;
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Button *but_insert_type;
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Button *but_insert_scene;
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Button *but_insert_root;
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Button *but_insert_count;
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SpinBox *spn_count_start;
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SpinBox *spn_count_step;
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SpinBox *spn_count_padding;
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OptionButton *opt_style;
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OptionButton *opt_case;
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Label *lbl_preview_title;
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Label *lbl_preview;
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List<Pair<NodePath, String>> to_rename;
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Node *preview_node;
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bool lock_preview_update;
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ErrorHandlerList eh;
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bool has_errors;
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protected:
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static void _bind_methods();
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virtual void _post_popup() override;
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public:
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void reset();
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void rename();
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RenameDialog(SceneTreeEditor *p_scene_tree_editor, UndoRedo *p_undo_redo = nullptr);
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~RenameDialog() {}
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};
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#endif
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