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I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
98 lines
3.5 KiB
C++
98 lines
3.5 KiB
C++
/*************************************************************************/
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/* resources_dock.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 RESOURCES_DOCK_H
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#define RESOURCES_DOCK_H
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#include "create_dialog.h"
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#include "editor_file_dialog.h"
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/control.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/label.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/tree.h"
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class EditorNode;
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class ResourcesDock : public VBoxContainer {
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GDCLASS(ResourcesDock, VBoxContainer);
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enum {
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TOOL_NEW,
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TOOL_OPEN,
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TOOL_SAVE,
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TOOL_SAVE_AS,
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TOOL_MAKE_LOCAL,
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TOOL_COPY,
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TOOL_PASTE,
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TOOL_MAX
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};
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EditorNode *editor;
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Button *button_new;
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Button *button_open;
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Button *button_save;
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Button *button_tools;
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CreateDialog *create_dialog;
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AcceptDialog *accept;
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EditorFileDialog *file;
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Tree *resources;
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bool block_add;
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int current_action;
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void _file_action(const String &p_action);
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void _delete(Object *p_item, int p_column, int p_id);
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void _resource_selected();
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void _update_name(TreeItem *item);
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void _tool_selected(int p_tool);
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void _create();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void add_resource(const Ref<Resource> &p_resource);
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void remove_resource(const Ref<Resource> &p_resource);
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void save_resource(const String &p_path, const Ref<Resource> &p_resource);
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void save_resource_as(const Ref<Resource> &p_resource);
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void cleanup();
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ResourcesDock(EditorNode *p_editor);
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};
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#endif // RESOURCES_DOCK_H
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