/*************************************************************************/ /* scene_tree_editor.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "scene_tree_editor.h" #include "core/array.h" #include "core/class_db.h" #include "core/color.h" #include "core/dictionary.h" #include "core/error_macros.h" #include "core/hashfuncs.h" #include "core/math/math_defs.h" #include "core/math/transform_2d.h" #include "core/message_queue.h" #include "core/os/memory.h" #include "core/ref_ptr.h" #include "core/reference.h" #include "core/resource.h" #include "core/script_language.h" #include "core/undo_redo.h" #include "editor/editor_data.h" #include "editor/editor_file_system.h" #include "editor/editor_node.h" #include "editor/node_dock.h" #include "editor/plugins/animation_player_editor_plugin.h" #include "editor/plugins/canvas_item_editor_plugin.h" #include "editor/plugins/script_editor_plugin.h" #include "scene/2d/canvas_item.h" #include "scene/animation/animation_player.h" #include "scene/gui/box_container.h" #include "scene/gui/label.h" #include "scene/gui/line_edit.h" #include "scene/gui/texture_rect.h" #include "scene/gui/tree.h" #include "scene/main/node.h" #include "scene/main/scene_tree.h" #include "scene/main/timer.h" #include "scene/resources/packed_scene.h" #include "scene/resources/texture.h" Node *SceneTreeEditor::get_scene_node() { ERR_FAIL_COND_V(!is_inside_tree(), nullptr); return get_tree()->get_edited_scene_root(); } void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_id) { if (connect_to_script_mode) { return; //don't do anything in this mode } TreeItem *item = Object::cast_to(p_item); ERR_FAIL_COND(!item); NodePath np = item->get_metadata(0); Node *n = get_node(np); ERR_FAIL_COND(!n); if (p_id == BUTTON_SUBSCENE) { if (n == get_scene_node()) { if (n && n->get_scene_inherited_state().is_valid()) { emit_signal("open", n->get_scene_inherited_state()->get_path()); } } else { emit_signal("open", n->get_filename()); } } else if (p_id == BUTTON_SCRIPT) { RefPtr script = n->get_script(); Ref