/*************************************************************************/
/*  scene_tree_editor.h                                                  */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef SCENE_TREE_EDITOR_H
#define SCENE_TREE_EDITOR_H

#include "core/undo_redo.h"
#include "editor_data.h"
#include "editor_settings.h"
#include "scene/gui/button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"

class SceneTreeEditor : public Control {
	GDCLASS(SceneTreeEditor, Control);

	EditorSelection *editor_selection;

	enum {
		BUTTON_SUBSCENE = 0,
		BUTTON_VISIBILITY = 1,
		BUTTON_SCRIPT = 2,
		BUTTON_LOCK = 3,
		BUTTON_GROUP = 4,
		BUTTON_WARNING = 5,
		BUTTON_SIGNALS = 6,
		BUTTON_GROUPS = 7,
		BUTTON_PIN = 8,
	};

	Tree *tree;
	Node *selected;
	ObjectID instance_node;

	String filter;

	AcceptDialog *error;
	AcceptDialog *warning;

	bool connect_to_script_mode;
	bool connecting_signal;

	int blocked;

	void _compute_hash(Node *p_node, uint64_t &hash);

	bool _add_nodes(Node *p_node, TreeItem *p_parent, bool p_scroll_to_selected = false);
	void _test_update_tree();
	void _update_tree(bool p_scroll_to_selected = false);
	void _tree_changed();
	void _node_removed(Node *p_node);
	void _node_renamed(Node *p_node);

	TreeItem *_find(TreeItem *p_node, const NodePath &p_path);
	void _notification(int p_what);
	void _selected_changed();
	void _deselect_items();
	void _rename_node(ObjectID p_node, const String &p_name);

	void _cell_collapsed(Object *p_obj);

	uint64_t last_hash;

	bool can_rename;
	bool can_open_instance;
	bool updating_tree;
	bool show_enabled_subscene;

	void _renamed();
	UndoRedo *undo_redo;

	Set<Node *> marked;
	bool marked_selectable;
	bool marked_children_selectable;
	bool display_foreign;
	bool tree_dirty;
	bool pending_test_update;
	static void _bind_methods();

	void _cell_button_pressed(Object *p_item, int p_column, int p_id);
	void _toggle_visible(Node *p_node);
	void _cell_multi_selected(Object *p_object, int p_cell, bool p_selected);
	void _update_selection(TreeItem *item);
	void _node_script_changed(Node *p_node);
	void _node_visibility_changed(Node *p_node);
	void _update_visibility_color(Node *p_node, TreeItem *p_item);

	void _selection_changed();
	Node *get_scene_node();

	Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
	bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
	void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);

	void _rmb_select(const Vector2 &p_pos);

	void _warning_changed(Node *p_for_node);

	Timer *update_timer;

	List<StringName> *script_types;
	bool _is_script_type(const StringName &p_type) const;

	Vector<StringName> valid_types;

public:
	void set_filter(const String &p_filter);
	String get_filter() const;

	void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; };
	void set_display_foreign_nodes(bool p_display);
	bool get_display_foreign_nodes() const;

	void set_marked(const Set<Node *> &p_marked, bool p_selectable = false, bool p_children_selectable = true);
	void set_marked(Node *p_marked, bool p_selectable = false, bool p_children_selectable = true);
	void set_selected(Node *p_node, bool p_emit_selected = true);
	Node *get_selected();
	void set_can_rename(bool p_can_rename) { can_rename = p_can_rename; }
	void set_editor_selection(EditorSelection *p_selection);

	void set_show_enabled_subscene(bool p_show) { show_enabled_subscene = p_show; }
	void set_valid_types(const Vector<StringName> &p_valid);

	void update_tree() { _update_tree(); }

	void set_connect_to_script_mode(bool p_enable);
	void set_connecting_signal(bool p_enable);

	Tree *get_scene_tree() { return tree; }

	SceneTreeEditor(bool p_label = true, bool p_can_rename = false, bool p_can_open_instance = false);
	~SceneTreeEditor();
};

class SceneTreeDialog : public ConfirmationDialog {
	GDCLASS(SceneTreeDialog, ConfirmationDialog);

	SceneTreeEditor *tree;
	//Button *select;
	//Button *cancel;
	LineEdit *filter;

	void _select();
	void _cancel();
	void _filter_changed(const String &p_filter);

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	SceneTreeEditor *get_scene_tree() { return tree; }
	LineEdit *get_filter_line_edit() { return filter; }
	SceneTreeDialog();
	~SceneTreeDialog();
};

#endif
