godot/editor/rename_dialog.h
Yuri Sizov 4154039832 Improve includes of EditorNode (and everything else)
Also start organizing editor-specific GUI components
into a dedicated folder, `editor/gui`.
Also move `editor_file_server` next to the rest of debugger classes.
2023-04-07 18:59:49 +02:00

120 lines
4.7 KiB
C++

/**************************************************************************/
/* rename_dialog.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 RENAME_DIALOG_H
#define RENAME_DIALOG_H
#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "editor/gui/scene_tree_editor.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/line_edit.h"
class Button;
class CheckBox;
class CheckButton;
class Label;
class OptionButton;
class SpinBox;
class TabContainer;
class RenameDialog : public ConfirmationDialog {
GDCLASS(RenameDialog, ConfirmationDialog);
virtual void ok_pressed() override { rename(); };
void _cancel_pressed() {}
void _features_toggled(bool pressed);
void _insert_text(String text);
void _update_substitute();
bool _is_main_field(LineEdit *line_edit);
void _iterate_scene(const Node *node, const Array &selection, int *count);
String _apply_rename(const Node *node, int count);
String _substitute(const String &subject, const Node *node, int count);
String _regex(const String &pattern, const String &subject, const String &replacement);
String _postprocess(const String &subject);
void _update_preview(String new_text = "");
void _update_preview_int(int new_value = 0);
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, bool p_editor_notify, ErrorHandlerType p_type);
SceneTreeEditor *scene_tree_editor = nullptr;
int global_count = 0;
LineEdit *lne_search = nullptr;
LineEdit *lne_replace = nullptr;
LineEdit *lne_prefix = nullptr;
LineEdit *lne_suffix = nullptr;
TabContainer *tabc_features = nullptr;
CheckBox *cbut_substitute = nullptr;
CheckButton *cbut_regex = nullptr;
CheckBox *cbut_process = nullptr;
CheckBox *chk_per_level_counter = nullptr;
Button *but_insert_name = nullptr;
Button *but_insert_parent = nullptr;
Button *but_insert_type = nullptr;
Button *but_insert_scene = nullptr;
Button *but_insert_root = nullptr;
Button *but_insert_count = nullptr;
SpinBox *spn_count_start = nullptr;
SpinBox *spn_count_step = nullptr;
SpinBox *spn_count_padding = nullptr;
OptionButton *opt_style = nullptr;
OptionButton *opt_case = nullptr;
Label *lbl_preview_title = nullptr;
Label *lbl_preview = nullptr;
List<Pair<NodePath, String>> to_rename;
Node *preview_node = nullptr;
bool lock_preview_update = false;
ErrorHandlerList eh;
bool has_errors = false;
protected:
static void _bind_methods();
virtual void _post_popup() override;
public:
void reset();
void rename();
RenameDialog(SceneTreeEditor *p_scene_tree_editor);
};
#endif // MODULE_REGEX_ENABLED
#endif // RENAME_DIALOG_H