#ifndef RENAME_DIALOG_H #define RENAME_DIALOG_H /*************************************************************************/ /* rename_dialog.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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. */ /*************************************************************************/ #include "modules/modules_enabled.gen.h" // For regex. #ifdef MODULE_REGEX_ENABLED #include "core/containers/list.h" #include "core/containers/pair.h" #include "core/error/error_macros.h" #include "core/object/object.h" #include "core/string/node_path.h" #include "core/string/ustring.h" #include "scene/gui/dialogs.h" class CheckButton; class Array; class Button; class CheckBox; class Label; class LineEdit; class Node; class OptionButton; class SceneTreeEditor; class SpinBox; class TabContainer; class UndoRedo; /** @author Blazej Floch */ class RenameDialog : public ConfirmationDialog { GDCLASS(RenameDialog, ConfirmationDialog); virtual void ok_pressed() { 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, ErrorHandlerType p_type); SceneTreeEditor *scene_tree_editor; UndoRedo *undo_redo; int global_count; LineEdit *lne_search; LineEdit *lne_replace; LineEdit *lne_prefix; LineEdit *lne_suffix; TabContainer *tabc_features; CheckBox *cbut_substitute; CheckButton *cbut_regex; CheckBox *cbut_process; CheckBox *chk_per_level_counter; Button *but_insert_name; Button *but_insert_parent; Button *but_insert_type; Button *but_insert_scene; Button *but_insert_root; Button *but_insert_count; SpinBox *spn_count_start; SpinBox *spn_count_step; SpinBox *spn_count_padding; OptionButton *opt_style; OptionButton *opt_case; Label *lbl_preview_title; Label *lbl_preview; List> to_rename; Node *preview_node; bool lock_preview_update; ErrorHandlerList eh; bool has_errors; protected: void _notification(int p_what) {}; static void _bind_methods(); virtual void _post_popup(); public: void reset(); void rename(); RenameDialog(SceneTreeEditor *p_scene_tree_editor, UndoRedo *p_undo_redo = nullptr); ~RenameDialog() {}; }; #endif // MODULE_REGEX_ENABLED #endif // RENAME_DIALOG_H