Path: blob/master/editor/scene/scene_tree_editor.cpp
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/**************************************************************************/1/* scene_tree_editor.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "scene_tree_editor.h"3132#include "core/config/project_settings.h"33#include "core/object/script_language.h"34#include "editor/animation/animation_player_editor_plugin.h"35#include "editor/docks/editor_dock_manager.h"36#include "editor/docks/groups_dock.h"37#include "editor/docks/signals_dock.h"38#include "editor/editor_node.h"39#include "editor/editor_string_names.h"40#include "editor/editor_undo_redo_manager.h"41#include "editor/file_system/editor_file_system.h"42#include "editor/gui/filter_line_edit.h"43#include "editor/scene/canvas_item_editor_plugin.h"44#include "editor/script/script_editor_plugin.h"45#include "editor/settings/editor_settings.h"46#include "editor/themes/editor_scale.h"47#include "scene/2d/node_2d.h"48#include "scene/gui/check_box.h"49#include "scene/gui/check_button.h"50#include "scene/gui/flow_container.h"51#include "scene/gui/label.h"52#include "scene/gui/texture_rect.h"53#include "scene/main/window.h"54#include "scene/resources/packed_scene.h"5556Node *SceneTreeEditor::get_scene_node() const {57ERR_FAIL_COND_V(!is_inside_tree(), nullptr);5859return get_tree()->get_edited_scene_root();60}6162PackedStringArray SceneTreeEditor::_get_node_configuration_warnings(Node *p_node) {63PackedStringArray warnings = p_node->get_configuration_warnings();64if (p_node == get_scene_node()) {65Node2D *node_2d = Object::cast_to<Node2D>(p_node);66if (node_2d) {67// Note: Warn for Node2D but not all CanvasItems, don't warn for Control nodes.68// Control nodes may have reasons to use a transformed root node like anchors.69if (!node_2d->get_position().is_zero_approx()) {70warnings.append(TTR("The root node of a scene is recommended to not be transformed, since instances of the scene will usually override this. Reset the transform and reload the scene to remove this warning."));71}72}73Node3D *node_3d = Object::cast_to<Node3D>(p_node);74if (node_3d) {75if (!node_3d->get_position().is_zero_approx()) {76warnings.append(TTR("The root node of a scene is recommended to not be transformed, since instances of the scene will usually override this. Reset the transform and reload the scene to remove this warning."));77}78}79}80return warnings;81}8283PackedStringArray SceneTreeEditor::_get_node_accessibility_configuration_warnings(Node *p_node) {84PackedStringArray warnings = p_node->get_accessibility_configuration_warnings();8586return warnings;87}8889void SceneTreeEditor::_cell_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button) {90if (p_button != MouseButton::LEFT) {91return;92}9394if (connect_to_script_mode) {95return; // Don't do anything in this mode.96}9798TreeItem *item = Object::cast_to<TreeItem>(p_item);99ERR_FAIL_NULL(item);100101NodePath np = item->get_metadata(0);102103Node *n = get_node(np);104ERR_FAIL_NULL(n);105106EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();107if (p_id == BUTTON_SUBSCENE) {108if (n == get_scene_node()) {109if (n && n->get_scene_inherited_state().is_valid()) {110emit_signal(SNAME("open"), n->get_scene_inherited_state()->get_path());111}112} else {113emit_signal(SNAME("open"), n->get_scene_file_path());114}115} else if (p_id == BUTTON_SCRIPT) {116Ref<Script> script_typed = n->get_script();117if (script_typed.is_valid()) {118emit_signal(SNAME("open_script"), script_typed);119}120121} else if (p_id == BUTTON_VISIBILITY) {122undo_redo->create_action(TTR("Toggle Visible"));123_toggle_visible(n);124List<Node *> selection = editor_selection->get_top_selected_node_list();125if (selection.size() > 1 && selection.find(n) != nullptr) {126for (Node *nv : selection) {127ERR_FAIL_NULL(nv);128if (nv == n) {129continue;130}131_toggle_visible(nv);132}133}134undo_redo->commit_action();135} else if (p_id == BUTTON_LOCK) {136undo_redo->create_action(TTR("Unlock Node"));137undo_redo->add_do_method(n, "remove_meta", "_edit_lock_");138undo_redo->add_undo_method(n, "set_meta", "_edit_lock_", true);139undo_redo->add_do_method(this, "emit_signal", "node_changed");140undo_redo->add_undo_method(this, "emit_signal", "node_changed");141undo_redo->add_do_method(CanvasItemEditor::get_singleton(), "emit_signal", "item_lock_status_changed");142undo_redo->add_undo_method(CanvasItemEditor::get_singleton(), "emit_signal", "item_lock_status_changed");143undo_redo->commit_action();144} else if (p_id == BUTTON_PIN) {145if (n->is_class("AnimationMixer")) {146AnimationPlayerEditor::get_singleton()->unpin();147_update_tree();148}149150} else if (p_id == BUTTON_GROUP) {151undo_redo->create_action(TTR("Ungroup Children"));152153if (n->is_class("CanvasItem") || n->is_class("Node3D")) {154undo_redo->add_do_method(n, "remove_meta", "_edit_group_");155undo_redo->add_undo_method(n, "set_meta", "_edit_group_", true);156undo_redo->add_do_method(this, "emit_signal", "node_changed");157undo_redo->add_undo_method(this, "emit_signal", "node_changed");158undo_redo->add_do_method(CanvasItemEditor::get_singleton(), "emit_signal", "item_lock_status_changed");159undo_redo->add_undo_method(CanvasItemEditor::get_singleton(), "emit_signal", "item_lock_status_changed");160}161undo_redo->commit_action();162} else if (p_id == BUTTON_WARNING) {163PackedStringArray warnings = _get_node_configuration_warnings(n);164if (accessibility_warnings) {165warnings.append_array(_get_node_accessibility_configuration_warnings(n));166}167if (warnings.is_empty()) {168return;169}170171// Improve looks on tooltip, extra spacing on non-bullet point newlines.172const String bullet_point = U"• ";173String all_warnings;174for (const String &w : warnings) {175all_warnings += "\n" + bullet_point + w;176}177178// Limit the line width while keeping some padding.179// It is not efficient, but it does not have to be.180const PackedInt32Array boundaries = TS->string_get_word_breaks(all_warnings, "", 80);181PackedStringArray lines;182for (int i = 0; i < boundaries.size(); i += 2) {183const int start = boundaries[i];184const int end = boundaries[i + 1];185const String line = all_warnings.substr(start, end - start);186lines.append(line);187}188// We don't want the first two newlines.189all_warnings = String("\n").join(lines).indent(" ").replace(U" •", U"\n•").substr(2);190191warning->set_text(all_warnings);192warning->popup_centered();193194} else if (p_id == BUTTON_SIGNALS) {195editor_selection->clear();196editor_selection->add_node(n);197198set_selected(n);199200EditorDockManager::get_singleton()->focus_dock(SignalsDock::get_singleton());201} else if (p_id == BUTTON_GROUPS) {202editor_selection->clear();203editor_selection->add_node(n);204205set_selected(n);206207EditorDockManager::get_singleton()->focus_dock(GroupsDock::get_singleton());208} else if (p_id == BUTTON_UNIQUE) {209bool ask_before_revoking_unique_name = EDITOR_GET("docks/scene_tree/ask_before_revoking_unique_name");210revoke_node = n;211if (ask_before_revoking_unique_name) {212String msg = vformat(TTR("Revoke unique name for node \"%s\"?"), n->get_name());213ask_before_revoke_checkbox->set_pressed(false);214revoke_dialog_label->set_text(msg);215revoke_dialog->reset_size();216revoke_dialog->popup_centered();217} else {218_revoke_unique_name();219}220}221}222223void SceneTreeEditor::_update_ask_before_revoking_unique_name() {224if (ask_before_revoke_checkbox->is_pressed()) {225EditorSettings::get_singleton()->set("docks/scene_tree/ask_before_revoking_unique_name", false);226ask_before_revoke_checkbox->set_pressed(false);227}228229_revoke_unique_name();230}231232void SceneTreeEditor::_revoke_unique_name() {233EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();234235undo_redo->create_action(TTR("Disable Scene Unique Name"));236undo_redo->add_do_method(revoke_node, "set_unique_name_in_owner", false);237undo_redo->add_undo_method(revoke_node, "set_unique_name_in_owner", true);238undo_redo->add_do_method(this, "_update_tree");239undo_redo->add_undo_method(this, "_update_tree");240undo_redo->commit_action();241}242243void SceneTreeEditor::_toggle_visible(Node *p_node) {244if (p_node->has_method("is_visible") && p_node->has_method("set_visible")) {245bool v = bool(p_node->call("is_visible"));246EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();247undo_redo->add_do_method(p_node, "set_visible", !v);248undo_redo->add_undo_method(p_node, "set_visible", v);249}250}251252void SceneTreeEditor::_update_node_path(Node *p_node, bool p_recursive) {253if (!p_node) {254return;255}256257HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node);258if (!I) {259return;260}261262I->value.item->set_metadata(0, p_node->get_path());263264if (!p_recursive) {265return;266}267268int cc = p_node->get_child_count(false);269for (int i = 0; i < cc; i++) {270Node *c = p_node->get_child(i, false);271_update_node_path(c, p_recursive);272}273}274275void SceneTreeEditor::_update_node_subtree(Node *p_node, TreeItem *p_parent, bool p_force) {276if (!p_node) {277return;278}279280// Only owned nodes are editable, since nodes can create their own (manually owned) child nodes,281// which the editor needs not to know about.282283bool part_of_subscene = false;284285if (!display_foreign && p_node->get_owner() != get_scene_node() && p_node != get_scene_node()) {286if ((show_enabled_subscene || can_open_instance) && p_node->get_owner() && (get_scene_node()->is_editable_instance(p_node->get_owner()))) {287part_of_subscene = true;288// Allow.289} else {290// Stale node, remove recursively.291node_cache.remove(p_node, true);292return;293}294} else {295part_of_subscene = p_node != get_scene_node() && get_scene_node()->get_scene_inherited_state().is_valid() && get_scene_node()->get_scene_inherited_state()->find_node_by_path(get_scene_node()->get_path_to(p_node)) >= 0;296}297298HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node);299TreeItem *item = nullptr;300301bool is_new = false;302303if (I) {304item = I->value.item;305TreeItem *current_parent = item->get_parent();306307// Our parent might be re-created because of a changed type.308if (p_parent && p_parent != current_parent) {309if (current_parent) {310current_parent->remove_child(item);311}312p_parent->add_child(item);313I->value.removed = false;314_move_node_item(p_parent, I);315}316317if (I->value.has_moved_children) {318_move_node_children(I);319}320} else {321int index = -1;322// Check to see if there is a root node for us to reuse.323if (!p_parent) {324item = tree->get_root();325if (!item) {326item = tree->create_item(nullptr);327}328index = 0;329} else {330index = p_node->get_index(false);331item = tree->create_item(p_parent, index);332}333334I = node_cache.add(p_node, item);335I->value.index = index;336is_new = true;337}338339EditorNode::get_singleton()->update_resource_count(p_node);340341if (!(p_force || I->value.dirty)) {342// Nothing to do.343return;344}345346_update_node(p_node, item, part_of_subscene);347I->value.dirty = false;348I->value.can_process = p_node->can_process();349350// Force update all our children if we are new or if we were forced to update.351bool force_update_children = p_force || is_new;352// Update all our children.353for (int i = 0; i < p_node->get_child_count(false); i++) {354_update_node_subtree(p_node->get_child(i, false), item, force_update_children);355}356357if (valid_types.size()) {358bool valid = false;359for (const StringName &E : valid_types) {360if (p_node->is_class(E) ||361EditorNode::get_singleton()->is_object_of_custom_type(p_node, E)) {362valid = true;363break;364} else {365Ref<Script> node_script = p_node->get_script();366while (node_script.is_valid()) {367if (node_script->get_path() == E) {368valid = true;369break;370}371node_script = node_script->get_base_script();372}373if (valid) {374break;375}376}377}378379if (!valid) {380_set_item_custom_color(item, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));381item->set_selectable(0, false);382item->deselect(0);383if (selected == p_node) {384selected = nullptr;385}386}387}388}389390void SceneTreeEditor::_update_node(Node *p_node, TreeItem *p_item, bool p_part_of_subscene) {391// Reset item properties that are not explicitly set in the default case.392p_item->clear_buttons();393p_item->remove_meta(SNAME("custom_color"));394p_item->clear_custom_color(0);395p_item->set_selectable(0, true);396397p_item->set_text(0, p_node->get_name());398p_item->set_text_overrun_behavior(0, TextServer::OVERRUN_NO_TRIMMING);399if (can_rename && !p_part_of_subscene) {400p_item->set_editable(0, true);401}402403if (can_rename) {404bool collapsed = p_node->is_displayed_folded();405if (collapsed) {406p_item->set_collapsed(true);407}408}409410Ref<Texture2D> icon = EditorNode::get_singleton()->get_object_icon(p_node);411p_item->set_icon(0, icon);412p_item->set_metadata(0, p_node->get_path());413414if (!p_node->is_connected("child_order_changed", callable_mp(this, &SceneTreeEditor::_node_child_order_changed))) {415p_node->connect("child_order_changed", callable_mp(this, &SceneTreeEditor::_node_child_order_changed).bind(p_node));416}417418if (!p_node->is_connected("editor_state_changed", callable_mp(this, &SceneTreeEditor::_node_editor_state_changed))) {419p_node->connect("editor_state_changed", callable_mp(this, &SceneTreeEditor::_node_editor_state_changed).bind(p_node));420}421422if (connecting_signal || (can_open_instance && is_scene_tree_dock)) {423if (!p_node->is_connected(CoreStringName(script_changed), callable_mp(this, &SceneTreeEditor::_node_script_changed))) {424p_node->connect(CoreStringName(script_changed), callable_mp(this, &SceneTreeEditor::_node_script_changed).bind(p_node));425}426}427428if (connecting_signal) {429// Add script icons for all scripted nodes.430Ref<Script> scr = p_node->get_script();431if (scr.is_valid()) {432p_item->add_button(0, get_editor_theme_icon(SNAME("Script")), BUTTON_SCRIPT);433if (EditorNode::get_singleton()->get_object_custom_type_base(p_node) == scr) {434// Disable button on custom scripts (pure visual cue).435p_item->set_button_disabled(0, p_item->get_button_count(0) - 1, true);436}437}438}439440if (connect_to_script_mode) {441Color accent = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));442443Ref<Script> scr = p_node->get_script();444bool has_custom_script = scr.is_valid() && EditorNode::get_singleton()->get_object_custom_type_base(p_node) == scr;445if (scr.is_null() || has_custom_script) {446_set_item_custom_color(p_item, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));447p_item->set_selectable(0, false);448449accent.a *= 0.7;450}451452if (marked.has(p_node)) {453String node_name = p_node->get_name();454if (connecting_signal) {455node_name += " " + TTR("(Connecting From)");456}457p_item->set_text(0, node_name);458_set_item_custom_color(p_item, accent);459}460} else if (p_part_of_subscene) {461if (valid_types.is_empty()) {462_set_item_custom_color(p_item, get_theme_color(SNAME("warning_color"), EditorStringName(Editor)));463}464} else if (marked.has(p_node)) {465String node_name = p_node->get_name();466if (connecting_signal) {467node_name += " " + TTR("(Connecting From)");468}469p_item->set_text(0, node_name);470p_item->set_selectable(0, marked_selectable);471_set_item_custom_color(p_item, get_theme_color(SNAME("accent_color"), EditorStringName(Editor)));472} else if (!p_node->can_process()) {473_set_item_custom_color(p_item, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));474} else if (!marked_selectable && !marked_children_selectable) {475Node *node = p_node;476while (node) {477if (marked.has(node)) {478p_item->set_selectable(0, false);479_set_item_custom_color(p_item, get_theme_color(SNAME("error_color"), EditorStringName(Editor)));480break;481}482node = node->get_parent();483}484}485486if (can_rename) { // TODO Should be can edit..487PackedStringArray warnings = _get_node_configuration_warnings(p_node);488if (accessibility_warnings) {489warnings.append_array(_get_node_accessibility_configuration_warnings(p_node));490}491492const int num_warnings = warnings.size();493if (num_warnings > 0) {494StringName warning_icon;495if (num_warnings == 1) {496warning_icon = SNAME("NodeWarning");497} else if (num_warnings <= 3) {498warning_icon = vformat("NodeWarnings%d", num_warnings);499} else {500warning_icon = SNAME("NodeWarnings4Plus");501}502503// Improve looks on tooltip, extra spacing on non-bullet point newlines.504const String bullet_point = U"• ";505String all_warnings;506for (const String &w : warnings) {507all_warnings += "\n\n" + bullet_point + w.replace("\n", "\n ");508}509if (num_warnings == 1) {510all_warnings.remove_at(0); // With only one warning, two newlines do not look great.511}512513p_item->add_button(0, get_editor_theme_icon(warning_icon), BUTTON_WARNING, false, TTR("Node configuration warning:") + all_warnings);514}515516if (p_node->is_unique_name_in_owner()) {517const bool disabled = p_node->get_owner() != EditorNode::get_singleton()->get_edited_scene();518String button_text = vformat(TTR("This node can be accessed from anywhere within the scene it belongs to by using the '%s' prefix in the node path."), UNIQUE_NODE_PREFIX);519if (!disabled) {520button_text += "\n" + TTR("Click to disable this.");521}522p_item->add_button(0, get_editor_theme_icon(SNAME("SceneUniqueName")), BUTTON_UNIQUE, disabled, button_text);523}524525int num_connections = p_node->get_persistent_signal_connection_count();526int num_groups = p_node->get_persistent_group_count();527528String msg_temp;529if (num_connections >= 1) {530Array arr = { num_connections };531msg_temp += TTRN("Node has one connection.", "Node has {num} connections.", num_connections).format(arr, "{num}");532if (num_groups >= 1) {533msg_temp += "\n";534}535}536if (num_groups >= 1) {537msg_temp += TTRN("Node is in this group:", "Node is in the following groups:", num_groups) + "\n";538539List<GroupInfo> groups;540p_node->get_groups(&groups);541for (const GroupInfo &E : groups) {542if (E.persistent) {543msg_temp += String::utf8("• ") + String(E.name) + "\n";544}545}546} else {547msg_temp += "\n";548}549550Ref<Texture2D> icon_temp;551SceneTreeEditorButton signal_temp = BUTTON_SIGNALS;552String msg_temp_end = TTR("Click to show signals dock.");553554if (num_connections >= 1 && num_groups >= 1) {555icon_temp = get_editor_theme_icon(SNAME("SignalsAndGroups"));556} else if (num_connections >= 1) {557icon_temp = get_editor_theme_icon(SNAME("Signals"));558} else if (num_groups >= 1) {559icon_temp = get_editor_theme_icon(SNAME("Groups"));560signal_temp = BUTTON_GROUPS;561msg_temp_end = TTR("Click to show groups dock.");562}563564if (num_connections >= 1 || num_groups >= 1) {565msg_temp += msg_temp_end;566p_item->add_button(0, icon_temp, signal_temp, false, msg_temp);567}568}569570{571_update_node_tooltip(p_node, p_item);572Callable delay_update_tooltip = callable_mp(this, &SceneTreeEditor::_queue_update_node_tooltip);573if (p_node->is_connected("editor_description_changed", delay_update_tooltip)) {574p_node->disconnect("editor_description_changed", delay_update_tooltip);575}576p_node->connect("editor_description_changed", delay_update_tooltip.bind(p_item));577}578579// Show buttons only when necessary (SceneTreeDock) to avoid crashes.580if (can_open_instance && is_scene_tree_dock) {581Ref<Script> scr = p_node->get_script();582if (scr.is_valid()) {583String additional_notes;584Color button_color = Color(1, 1, 1);585// Can't set tooltip after adding button, need to do it before.586if (scr->is_tool()) {587if (Engine::get_singleton()->is_recovery_mode_hint()) {588additional_notes += "\n" + TTR("This script can run in the editor.\nIt is currently disabled due to recovery mode.");589button_color = get_theme_color(SNAME("warning_color"), EditorStringName(Editor));590} else {591additional_notes += "\n" + TTR("This script is currently running in the editor.");592button_color = get_theme_color(SNAME("accent_color"), EditorStringName(Editor));593}594}595if (EditorNode::get_singleton()->get_object_custom_type_base(p_node) == scr) {596additional_notes += "\n" + TTR("This script is a custom type.");597button_color.a = 0.5;598}599p_item->add_button(0, get_editor_theme_icon(SNAME("Script")), BUTTON_SCRIPT, false, TTR("Open Script:") + " " + scr->get_path() + additional_notes);600p_item->set_button_color(0, p_item->get_button_count(0) - 1, button_color);601}602603if (p_node->has_meta("_edit_lock_")) {604p_item->add_button(0, get_editor_theme_icon(SNAME("Lock")), BUTTON_LOCK, false, TTR("Node is locked.\nClick to unlock it."));605}606if (p_node->has_meta("_edit_group_")) {607p_item->add_button(0, get_editor_theme_icon(SNAME("Group")), BUTTON_GROUP, false, TTR("Children are not selectable.\nClick to make them selectable."));608}609610if (p_node->has_method("is_visible") && p_node->has_method("set_visible") && p_node->has_signal(SceneStringName(visibility_changed))) {611bool is_visible = p_node->call("is_visible");612if (is_visible) {613p_item->add_button(0, get_editor_theme_icon(SNAME("GuiVisibilityVisible")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));614} else {615p_item->add_button(0, get_editor_theme_icon(SNAME("GuiVisibilityHidden")), BUTTON_VISIBILITY, false, TTR("Toggle Visibility"));616}617const Callable vis_changed = callable_mp(this, &SceneTreeEditor::_node_visibility_changed);618if (!p_node->is_connected(SceneStringName(visibility_changed), vis_changed)) {619p_node->connect(SceneStringName(visibility_changed), vis_changed.bind(p_node));620}621_update_visibility_color(p_node, p_item);622}623624if (p_node->is_class("AnimationMixer")) {625bool is_pinned = AnimationPlayerEditor::get_singleton()->get_editing_node() == p_node && AnimationPlayerEditor::get_singleton()->is_pinned();626627if (is_pinned) {628p_item->add_button(0, get_editor_theme_icon(SNAME("Pin")), BUTTON_PIN, false, TTR("AnimationPlayer is pinned.\nClick to unpin."));629}630}631}632633if (editor_selection) {634if (editor_selection->is_selected(p_node)) {635p_item->select(0);636}637}638639if (selected == p_node) {640if (!editor_selection) {641p_item->select(0);642}643p_item->set_as_cursor(0);644}645}646647void SceneTreeEditor::_update_if_clean() {648if (tree_dirty) {649return;650}651652callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(false);653tree_dirty = true;654}655656void SceneTreeEditor::_queue_update_node_tooltip(Node *p_node, TreeItem *p_item) {657Callable update_tooltip = callable_mp(this, &SceneTreeEditor::_update_node_tooltip);658if (update_node_tooltip_delay->is_connected("timeout", update_tooltip)) {659update_node_tooltip_delay->disconnect("timeout", update_tooltip);660}661662update_node_tooltip_delay->connect("timeout", update_tooltip.bind(p_node, p_item));663update_node_tooltip_delay->start();664}665666void SceneTreeEditor::_update_node_tooltip(Node *p_node, TreeItem *p_item) {667// Display the node name in all tooltips so that long node names can be previewed668// without having to rename them.669String tooltip = p_node->get_name();670671if (p_node == get_scene_node() && p_node->get_scene_inherited_state().is_valid()) {672if (p_item->get_button_by_id(0, BUTTON_SUBSCENE) == -1) {673p_item->add_button(0, get_editor_theme_icon(SNAME("InstanceOptions")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));674}675tooltip += String("\n" + TTR("Inherits:") + " " + p_node->get_scene_inherited_state()->get_path());676} else if (p_node != get_scene_node() && p_node->is_instance() && can_open_instance) {677if (p_item->get_button_by_id(0, BUTTON_SUBSCENE) == -1) {678p_item->add_button(0, get_editor_theme_icon(SNAME("InstanceOptions")), BUTTON_SUBSCENE, false, TTR("Open in Editor"));679}680tooltip += String("\n" + TTR("Instance:") + " " + p_node->get_scene_file_path());681}682683StringName custom_type = EditorNode::get_singleton()->get_object_custom_type_name(p_node);684tooltip += "\n" + TTR("Type:") + " " + (custom_type != StringName() ? String(custom_type) : p_node->get_class());685686if (!p_node->get_editor_description().is_empty()) {687const PackedInt32Array boundaries = TS->string_get_word_breaks(p_node->get_editor_description(), "", 80);688tooltip += "\n";689690for (int i = 0; i < boundaries.size(); i += 2) {691const int start = boundaries[i];692const int end = boundaries[i + 1];693tooltip += "\n" + p_node->get_editor_description().substr(start, end - start + 1).rstrip("\n");694}695}696697p_item->set_tooltip_text(0, tooltip);698}699700void SceneTreeEditor::_node_visibility_changed(Node *p_node) {701HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);702if (!I) {703// We leave these signals connected when switching tabs.704// If the node is not in cache it was for a different tab.705return;706}707708if (!p_node || (p_node != get_scene_node() && !p_node->get_owner())) {709return;710}711712TreeItem *item;713if (I->value.item && I->value.item->get_metadata(0) == p_node->get_path()) {714item = I->value.item;715} else {716item = _find(tree->get_root(), p_node->get_path());717}718719if (!item) {720return;721}722723int idx = item->get_button_by_id(0, BUTTON_VISIBILITY);724ERR_FAIL_COND(idx == -1);725726bool node_visible = false;727728if (p_node->has_method("is_visible")) {729node_visible = p_node->call("is_visible");730if (p_node->is_class("CanvasItem") || p_node->is_class("CanvasLayer") || p_node->is_class("Window")) {731CanvasItemEditor::get_singleton()->get_viewport_control()->queue_redraw();732}733}734735if (node_visible) {736item->set_button(0, idx, get_editor_theme_icon(SNAME("GuiVisibilityVisible")));737} else {738item->set_button(0, idx, get_editor_theme_icon(SNAME("GuiVisibilityHidden")));739}740741_update_visibility_color(p_node, item);742}743744void SceneTreeEditor::_update_visibility_color(Node *p_node, TreeItem *p_item) {745if (p_node->has_method("is_visible_in_tree")) {746Color color(1, 1, 1, 1);747bool visible_on_screen = p_node->call("is_visible_in_tree");748if (!visible_on_screen) {749color.a = 0.6;750}751int idx = p_item->get_button_by_id(0, BUTTON_VISIBILITY);752p_item->set_button_color(0, idx, color);753}754}755756void SceneTreeEditor::_set_item_custom_color(TreeItem *p_item, Color p_color) {757p_item->set_custom_color(0, p_color);758p_item->set_meta(SNAME("custom_color"), p_color);759}760761void SceneTreeEditor::_node_script_changed(Node *p_node) {762HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);763if (!I) {764// We leave these signals connected when switching tabs.765// If the node is not in cache it was for a different tab.766return;767}768769node_cache.mark_dirty(p_node);770771_update_if_clean();772}773774void SceneTreeEditor::_move_node_children(HashMap<Node *, CachedNode>::Iterator &p_I) {775TreeItem *item = p_I->value.item;776TreeItem *previous_item = nullptr;777Node *node = p_I->key;778int cc = node->get_child_count(false);779780for (int i = 0; i < cc; i++) {781HashMap<Node *, CachedNode>::Iterator CI = node_cache.get(node->get_child(i, false));782if (CI) {783_move_node_item(item, CI, previous_item);784previous_item = CI->value.item;785} else {786previous_item = nullptr;787}788}789790p_I->value.has_moved_children = false;791}792793void SceneTreeEditor::_move_node_item(TreeItem *p_parent, HashMap<Node *, CachedNode>::Iterator &p_I, TreeItem *p_correct_prev) {794if (!p_parent) {795return;796}797798Node *node = p_I->key;799800int current_node_index = node->get_index(false);801int current_item_index = -1;802TreeItem *item = p_I->value.item;803804if (item->get_parent() != p_parent) {805TreeItem *p = item->get_parent();806if (p) {807item->get_parent()->remove_child(item);808}809p_parent->add_child(item);810p_I->value.removed = false;811current_item_index = p_parent->get_child_count() - 1;812p_I->value.index = current_item_index;813}814815if (p_I->value.index != current_node_index) {816bool already_in_correct_location;817if (current_item_index >= 0) {818// If we just re-parented we know our index.819already_in_correct_location = current_item_index == current_node_index;820} else if (p_correct_prev) {821// It's cheaper to check if we're set up correctly by checking via correct_prev if we can822already_in_correct_location = item->get_prev() == p_correct_prev;823} else {824already_in_correct_location = item->get_index() == current_node_index;825}826827// Are we already in the right place?828if (already_in_correct_location) {829p_I->value.index = current_node_index;830return;831}832833// Are we the first node?834if (current_node_index == 0) {835// There has to be at least 1 other node, otherwise we would not have gotten here.836TreeItem *neighbor_item = p_parent->get_first_child();837item->move_before(neighbor_item);838} else {839TreeItem *prev_item = p_correct_prev;840if (!prev_item) {841prev_item = p_parent->get_child(CLAMP(current_node_index - 1, 0, p_parent->get_child_count() - 1));842}843item->move_after(prev_item);844}845846p_I->value.index = current_node_index;847}848}849850void SceneTreeEditor::_node_child_order_changed(Node *p_node) {851// Do not try to change children on nodes currently marked for removal.852HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);853if (I) {854node_cache.mark_dirty(I->key);855I->value.has_moved_children = true;856}857858_update_if_clean();859}860861void SceneTreeEditor::_node_editor_state_changed(Node *p_node) {862node_cache.mark_dirty(p_node);863HashMap<Node *, CachedNode>::Iterator I = node_cache.get(p_node, false);864if (I) {865if (p_node->is_inside_tree() && p_node->can_process() != I->value.can_process) {866// All our children also change process mode.867node_cache.mark_children_dirty(p_node, true);868}869}870871_update_if_clean();872}873874void SceneTreeEditor::_node_added(Node *p_node) {875if (!get_scene_node()) {876return;877}878879if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {880return;881}882883node_cache.mark_dirty(p_node);884_update_if_clean();885}886887void SceneTreeEditor::_node_removed(Node *p_node) {888if (EditorNode::get_singleton()->is_exiting()) {889return; // Speed up exit.890}891892if (EditorNode::get_singleton()->is_changing_scene()) {893return; // Switching tabs we will be destroying node cache anyway.894}895896if (!get_scene_node()) {897return;898}899900if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {901return;902}903node_cache.remove(p_node);904_update_if_clean();905}906907void SceneTreeEditor::_node_renamed(Node *p_node) {908if (!get_scene_node()) {909return;910}911912if (p_node != get_scene_node() && !get_scene_node()->is_ancestor_of(p_node)) {913return;914}915916node_cache.mark_dirty(p_node);917// Recursively update child node paths.918_update_node_path(p_node, true);919920emit_signal(SNAME("node_renamed"));921922_update_if_clean();923}924925void SceneTreeEditor::_update_tree(bool p_scroll_to_selected) {926if (!is_inside_tree()) {927tree_dirty = false;928return;929}930931if (!update_when_invisible && !is_visible_in_tree()) {932return;933}934935Node *scene_node = get_scene_node();936const ObjectID scene_id = scene_node ? scene_node->get_instance_id() : ObjectID();937if (node_cache.current_scene_id != scene_id) {938_reset();939marked.clear();940node_cache.current_scene_id = scene_id;941node_cache.force_update = true;942}943944if (tree->is_editing()) {945return;946}947948updating_tree = true;949950last_hash = hash_djb2_one_64(0);951952if (node_cache.current_scene_id.is_valid()) {953// Handle pinning/unpinning the animation player only do this once per iteration.954Node *pinned_node = AnimationPlayerEditor::get_singleton()->get_editing_node();955// If pinned state changed, update the currently pinned node.956if (AnimationPlayerEditor::get_singleton()->is_pinned() != node_cache.current_has_pin) {957node_cache.current_has_pin = AnimationPlayerEditor::get_singleton()->is_pinned();958if (node_cache.has(pinned_node)) {959node_cache.mark_dirty(pinned_node);960}961}962// If the current pinned node changed update both the old and new node.963if (node_cache.current_pinned_node != pinned_node) {964// get_editing_node() will return deleted nodes. If the nodes are not in cache don't try to mark them.965if (node_cache.has(pinned_node)) {966node_cache.mark_dirty(pinned_node);967}968if (node_cache.has(node_cache.current_pinned_node)) {969node_cache.mark_dirty(node_cache.current_pinned_node);970}971node_cache.current_pinned_node = pinned_node;972}973_update_node_subtree(get_scene_node(), nullptr, node_cache.force_update);974_compute_hash(get_scene_node(), last_hash);975976node_cache.delete_pending();977}978979updating_tree = false;980tree_dirty = false;981node_cache.force_update = false;982983if (!filter.strip_edges().is_empty() || !show_all_nodes) {984_update_filter(nullptr, p_scroll_to_selected);985}986}987988bool SceneTreeEditor::_update_filter(TreeItem *p_parent, bool p_scroll_to_selected) {989TreeItem *last_selected = nullptr;990bool result = _update_filter_helper(p_parent, p_scroll_to_selected, last_selected);991if (p_scroll_to_selected && last_selected) {992// Scrolling to the first selected in the _update_filter call above followed by the last993// selected here is enough to frame all selected items as well as possible.994callable_mp(tree, &Tree::scroll_to_item).call_deferred(last_selected, false);995}996return result;997}998999bool SceneTreeEditor::_update_filter_helper(TreeItem *p_parent, bool p_scroll_to_selected, TreeItem *&r_last_selected) {1000if (!p_parent) {1001p_parent = tree->get_root();1002filter_term_warning.clear();1003}10041005if (!p_parent) {1006// Tree is empty, nothing to do here.1007return false;1008}10091010// Now find other reasons to keep this Node, too.1011PackedStringArray terms = filter.to_lower().split_spaces();1012bool keep = _item_matches_all_terms(p_parent, terms);10131014bool selectable = keep;1015bool is_root = p_parent == tree->get_root();10161017if (keep) {1018Node *n = get_node(p_parent->get_metadata(0));1019if (!p_parent->is_visible() || (is_root && tree->is_root_hidden())) {1020// Place back moved out children from when this item has hidden.1021HashMap<Node *, CachedNode>::Iterator I = node_cache.get(n, false);1022if (I && I->value.has_moved_children) {1023_update_node_subtree(I->value.node, nullptr, true);1024}1025}10261027if (!valid_types.is_empty()) {1028selectable = false;1029for (const StringName &E : valid_types) {1030if (n->is_class(E) ||1031EditorNode::get_singleton()->is_object_of_custom_type(n, E)) {1032selectable = true;1033break;1034} else {1035Ref<Script> node_script = n->get_script();1036while (node_script.is_valid()) {1037if (node_script->get_path() == E) {1038selectable = true;1039break;1040}1041node_script = node_script->get_base_script();1042}1043if (selectable) {1044break;1045}1046}1047}1048}1049}10501051bool keep_for_children = false;1052for (TreeItem *child = p_parent->get_first_child(); child; child = child->get_next()) {1053// Always keep if at least one of the children are kept.1054// Only scroll if we haven't already found a child to scroll to.1055keep_for_children = _update_filter_helper(child, p_scroll_to_selected && !keep_for_children, r_last_selected) || keep_for_children;1056}10571058if (!is_root) {1059if (show_all_nodes) {1060p_parent->set_visible(keep_for_children || keep);1061} else {1062// Show only selectable nodes, or parents of selectable.1063p_parent->set_visible(keep_for_children || selectable);1064}1065}10661067if (selectable) {1068Color custom_color = p_parent->get_meta(SNAME("custom_color"), Color(0, 0, 0, 0));1069if (custom_color == Color(0, 0, 0, 0)) {1070p_parent->clear_custom_color(0);1071} else {1072p_parent->set_custom_color(0, custom_color);1073}10741075p_parent->set_selectable(0, true);1076} else if (keep_for_children) {1077p_parent->set_visible(!hide_filtered_out_parents || is_root);10781079if (!p_parent->is_visible()) {1080TreeItem *filtered_parent = p_parent->get_parent();1081while (filtered_parent) {1082if (filtered_parent == tree->get_root() || (filtered_parent->is_selectable(0) && filtered_parent->is_visible())) {1083break;1084}1085filtered_parent = filtered_parent->get_parent();1086}10871088if (filtered_parent) {1089for (Variant &item : p_parent->get_children()) {1090TreeItem *ti = Object::cast_to<TreeItem>(item);1091bool is_selected = ti->is_selected(0);10921093p_parent->remove_child(ti);1094filtered_parent->add_child(ti);1095TreeItem *prev = p_parent->get_prev();1096if (prev) {1097ti->move_after(prev);1098}10991100if (is_selected) {1101ti->select(0);1102}11031104HashMap<Node *, CachedNode>::Iterator I = node_cache.get(get_node(p_parent->get_metadata(0)), false);1105if (I) {1106I->value.has_moved_children = true;1107}1108}11091110return false;1111}1112} else {1113p_parent->set_custom_color(0, get_theme_color(SNAME("font_disabled_color"), EditorStringName(Editor)));1114p_parent->set_selectable(0, false);1115}1116}1117if (is_root) {1118tree->set_hide_root(hide_filtered_out_parents && !selectable);1119if (tree->is_root_hidden()) {1120p_parent->set_collapsed(false);1121}1122}11231124if (editor_selection) {1125Node *n = get_node(p_parent->get_metadata(0));1126if (selectable) {1127if (n && editor_selection->is_selected(n)) {1128if (p_scroll_to_selected) {1129// Needs to be deferred to account for possible root visibility change.1130callable_mp(tree, &Tree::scroll_to_item).call_deferred(p_parent, false);1131} else {1132r_last_selected = p_parent;1133}1134}1135}1136}11371138return p_parent->is_visible();1139}11401141bool SceneTreeEditor::_node_matches_class_term(const Node *p_item_node, const String &p_term) {1142if (p_term.is_empty()) {1143// Defend against https://github.com/godotengine/godot/issues/824731144return true;1145}1146Ref<Script> item_script = p_item_node->get_script();1147while (item_script.is_valid()) {1148String global_name = item_script->get_global_name();1149if (global_name.to_lower().contains(p_term)) {1150return true;1151}1152item_script = item_script->get_base_script();1153}11541155String type = p_item_node->get_class();1156// Every Node is a Node, duh!1157while (type != "Node") {1158if (type.to_lower().contains(p_term)) {1159return true;1160}11611162type = ClassDB::get_parent_class(type);1163}11641165return false;1166}11671168bool SceneTreeEditor::_item_matches_all_terms(TreeItem *p_item, const PackedStringArray &p_terms) {1169if (p_terms.is_empty()) {1170return true;1171}11721173for (int i = 0; i < p_terms.size(); i++) {1174const String &term = p_terms[i];11751176// Recognize special filter.1177if (term.contains_char(':') && !term.get_slicec(':', 0).is_empty()) {1178String parameter = term.get_slicec(':', 0);1179String argument = term.get_slicec(':', 1);11801181if (parameter == "type" || parameter == "t") {1182// Filter by Type.1183Node *item_node = get_node(p_item->get_metadata(0));1184if (!_node_matches_class_term(item_node, argument)) {1185return false;1186}1187} else if (parameter == "group" || parameter == "g") {1188// Filter by Group.1189Node *node = get_node(p_item->get_metadata(0));11901191if (argument.is_empty()) {1192// When argument is empty, match all Nodes belonging to any exposed group.1193if (node->get_persistent_group_count() == 0) {1194return false;1195}1196} else {1197List<Node::GroupInfo> group_info_list;1198node->get_groups(&group_info_list);11991200bool term_in_groups = false;1201for (const Node::GroupInfo &group_info : group_info_list) {1202if (!group_info.persistent) {1203continue; // Ignore internal groups.1204}1205if (String(group_info.name).to_lower().contains(argument)) {1206term_in_groups = true;1207break;1208}1209}1210if (!term_in_groups) {1211return false;1212}1213}1214} else if (filter_term_warning.is_empty()) {1215filter_term_warning = vformat(TTR("\"%s\" is not a known filter."), parameter);1216continue;1217}1218} else {1219// Default.1220if (!p_item->get_text(0).to_lower().contains(term)) {1221return false;1222}1223}1224}12251226return true;1227}12281229void SceneTreeEditor::_compute_hash(Node *p_node, uint64_t &hash) {1230// Nodes are added and removed by Node* pointers.1231hash = hash_djb2_one_64((ptrdiff_t)p_node, hash);1232// This hash is non-commutative: if the node order changes so will the hash.1233for (int i = 0; i < p_node->get_child_count(); i++) {1234_compute_hash(p_node->get_child(i), hash);1235}1236}12371238void SceneTreeEditor::_reset() {1239// Stop any waiting change to tooltip.1240update_node_tooltip_delay->stop();1241tree->clear();1242node_cache.clear();1243}12441245void SceneTreeEditor::_test_update_tree() {1246pending_test_update = false;12471248if (!is_inside_tree()) {1249return;1250}12511252if (tree_dirty) {1253return; // Don't even bother.1254}12551256uint64_t hash = hash_djb2_one_64(0);1257if (get_scene_node()) {1258_compute_hash(get_scene_node(), hash);1259}12601261// Test hash.1262if (hash == last_hash) {1263return; // Did not change.1264}12651266_update_if_clean();1267}12681269void SceneTreeEditor::_tree_process_mode_changed() {1270callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(false);1271tree_dirty = true;1272}12731274void SceneTreeEditor::_tree_changed() {1275if (EditorNode::get_singleton()->is_exiting()) {1276return; // Speed up exit.1277}12781279if (pending_test_update) {1280return;1281}12821283if (tree_dirty) {1284return;1285}12861287callable_mp(this, &SceneTreeEditor::_test_update_tree).call_deferred();1288pending_test_update = true;1289}12901291void SceneTreeEditor::_selected_changed() {1292TreeItem *s = tree->get_selected();1293ERR_FAIL_NULL(s);1294NodePath np = s->get_metadata(0);12951296Node *n = get_node(np);12971298if (n == selected) {1299return;1300}13011302selected = n;13031304blocked++;1305emit_signal(SNAME("node_selected"));1306blocked--;1307}13081309void SceneTreeEditor::_deselect_items() {1310// Clear currently selected items in scene tree dock.1311if (editor_selection) {1312editor_selection->clear();1313emit_signal(SNAME("node_changed"));1314}1315}13161317void SceneTreeEditor::_cell_multi_selected(Object *p_object, int p_cell, bool p_selected) {1318TreeItem *item = Object::cast_to<TreeItem>(p_object);1319ERR_FAIL_NULL(item);13201321if (!item->is_visible()) {1322return;1323}13241325NodePath np = item->get_metadata(0);13261327Node *n = get_node(np);13281329if (!n) {1330return;1331}13321333if (!editor_selection) {1334return;1335}13361337if (p_selected) {1338editor_selection->add_node(n);13391340} else {1341editor_selection->remove_node(n);1342}13431344// Emitted "selected" in _selected_changed() when select single node, so select multiple node emit "changed".1345if (editor_selection->get_selection().size() > 1 && !pending_selection_update) {1346pending_selection_update = true;1347callable_mp(this, &SceneTreeEditor::_process_selection_update).call_deferred();1348}1349}13501351void SceneTreeEditor::_process_selection_update() {1352pending_selection_update = false;1353emit_signal(SNAME("node_changed"));1354}13551356void SceneTreeEditor::_tree_scroll_to_item(ObjectID p_item_id) {1357ERR_FAIL_NULL(tree);1358TreeItem *item = ObjectDB::get_instance<TreeItem>(p_item_id);1359if (item) {1360tree->scroll_to_item(item, true);1361}1362}13631364void SceneTreeEditor::_notification(int p_what) {1365switch (p_what) {1366case NOTIFICATION_ENTER_TREE: {1367get_tree()->connect("tree_changed", callable_mp(this, &SceneTreeEditor::_tree_changed));1368get_tree()->connect("tree_process_mode_changed", callable_mp(this, &SceneTreeEditor::_tree_process_mode_changed));1369get_tree()->connect("node_added", callable_mp(this, &SceneTreeEditor::_node_added));1370get_tree()->connect("node_removed", callable_mp(this, &SceneTreeEditor::_node_removed));1371get_tree()->connect("node_renamed", callable_mp(this, &SceneTreeEditor::_node_renamed));1372get_tree()->connect(SceneStringName(node_configuration_warning_changed), callable_mp(this, &SceneTreeEditor::_warning_changed));13731374tree->connect("item_collapsed", callable_mp(this, &SceneTreeEditor::_cell_collapsed));13751376_update_tree();1377} break;13781379case NOTIFICATION_EXIT_TREE: {1380get_tree()->disconnect("tree_changed", callable_mp(this, &SceneTreeEditor::_tree_changed));1381get_tree()->disconnect("tree_process_mode_changed", callable_mp(this, &SceneTreeEditor::_tree_process_mode_changed));1382get_tree()->disconnect("node_added", callable_mp(this, &SceneTreeEditor::_node_added));1383get_tree()->disconnect("node_removed", callable_mp(this, &SceneTreeEditor::_node_removed));1384get_tree()->disconnect("node_renamed", callable_mp(this, &SceneTreeEditor::_node_renamed));1385tree->disconnect("item_collapsed", callable_mp(this, &SceneTreeEditor::_cell_collapsed));1386get_tree()->disconnect(SceneStringName(node_configuration_warning_changed), callable_mp(this, &SceneTreeEditor::_warning_changed));1387} break;13881389case NOTIFICATION_THEME_CHANGED: {1390// Wait for the node to be inspected before triggering the unfolding.1391tree->add_theme_constant_override("dragging_unfold_wait_msec", (float)EDITOR_GET("interface/editor/dragging_hover_wait_seconds") * 1000 * 2);1392tree->add_theme_constant_override("icon_max_width", get_theme_constant(SNAME("class_icon_size"), EditorStringName(Editor)));1393[[fallthrough]];1394}1395case NOTIFICATION_TRANSLATION_CHANGED: {1396// When we change theme or translation we need to re-do everything.1397_reset();1398_update_tree();1399} break;14001401case NOTIFICATION_VISIBILITY_CHANGED: {1402if (is_visible()) {1403TreeItem *item = nullptr;1404if (selected) {1405// Scroll to selected node.1406item = _find(tree->get_root(), selected->get_path());1407} else if (marked.size() == 1) {1408// Scroll to a single marked node.1409Node *marked_node = *marked.begin();1410if (marked_node) {1411item = _find(tree->get_root(), marked_node->get_path());1412}1413}14141415bool has_item = item;14161417if (update_when_invisible) {1418if (has_item) {1419ObjectID item_id = item->get_instance_id();1420callable_mp(this, &SceneTreeEditor::_tree_scroll_to_item).call_deferred(item_id);1421}1422} else {1423callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(has_item);1424}1425}1426} break;1427}1428}14291430TreeItem *SceneTreeEditor::_find(TreeItem *p_node, const NodePath &p_path) {1431if (!p_node) {1432return nullptr;1433}14341435NodePath np = p_node->get_metadata(0);1436if (np == p_path) {1437return p_node;1438}14391440TreeItem *children = p_node->get_first_child();1441while (children) {1442TreeItem *n = _find(children, p_path);1443if (n) {1444return n;1445}1446children = children->get_next();1447}14481449return nullptr;1450}14511452void SceneTreeEditor::set_selected(Node *p_node, bool p_emit_selected) {1453ERR_FAIL_COND(blocked > 0);14541455if (pending_test_update) {1456_test_update_tree();1457}14581459if (tree_dirty) {1460_update_tree();1461}14621463if (selected == p_node) {1464return;1465}14661467TreeItem *item = p_node ? _find(tree->get_root(), p_node->get_path()) : nullptr;14681469if (item) {1470selected = p_node;1471if (auto_expand_selected) {1472// Make visible when it's collapsed.1473TreeItem *node = item->get_parent();1474while (node) {1475node->set_collapsed(false);1476node = node->get_parent();1477}1478item->select(0);1479item->set_as_cursor(0);1480tree->ensure_cursor_is_visible();1481} else {1482// Ensure the node is selected and visible for the user if the node1483// is not collapsed.1484bool collapsed = false;1485TreeItem *node = item;1486while (node && node != tree->get_root()) {1487if (node->is_collapsed()) {1488collapsed = true;1489break;1490}1491node = node->get_parent();1492}1493if (!collapsed) {1494item->select(0);1495item->set_as_cursor(0);1496tree->ensure_cursor_is_visible();1497}1498}1499} else {1500if (!p_node) {1501selected = nullptr;1502}1503selected = p_node;1504}15051506if (p_emit_selected) {1507emit_signal(SNAME("node_selected"));1508}1509}15101511void SceneTreeEditor::rename_node(Node *p_node, const String &p_name, TreeItem *p_item) {1512TreeItem *item;1513if (p_item) {1514item = p_item; // During batch rename the paths may change, so using _find() is unreliable.1515} else {1516item = _find(tree->get_root(), p_node->get_path());1517}1518ERR_FAIL_NULL(item);1519bool check_for_unique_name_token = !p_name.is_empty() && p_name[0] == '%';1520String substr_name = p_name;15211522if (check_for_unique_name_token) {1523substr_name = p_name.substr(1);15241525// No need to do anything else with this if already unique.1526if (p_node->is_unique_name_in_owner()) {1527check_for_unique_name_token = false;1528// Do not set scene root as unique.1529} else if (get_tree()->get_edited_scene_root() == p_node) {1530check_for_unique_name_token = false;1531String text = TTR("Root nodes cannot be accessed as unique names in their own scene. Instantiate in another scene and set as unique name there.");1532if (error->is_visible()) {1533error->set_text(error->get_text() + "\n\n" + text);1534} else {1535error->set_text(text);1536error->popup_centered();1537}1538}1539}15401541String new_name = substr_name.validate_node_name();15421543// If p_name only has "%" at the beginning and no other invalid characters, do not error.1544if (new_name != substr_name) {1545String text = TTR("Invalid node name, the following characters are not allowed:") + "\n" + String::get_invalid_node_name_characters();1546if (error->is_visible()) {1547if (!error->get_meta("invalid_character", false)) {1548error->set_text(error->get_text() + "\n\n" + text);1549error->set_meta("invalid_character", true);1550}1551} else {1552error->set_text(text);1553error->set_meta("invalid_character", true);1554error->set_meta("same_unique_name", false);1555error->popup_centered();1556}1557}15581559// Trim leading/trailing whitespace to prevent node names from containing accidental whitespace,1560// which would make it more difficult to get the node via `get_node()`.1561new_name = new_name.strip_edges();1562if (new_name.is_empty() && p_node->get_owner() != nullptr && p_node->is_instance()) {1563// If name is empty and node is root of an instance, revert to the original name.1564const Ref<PackedScene> node_scene = ResourceLoader::load(p_node->get_scene_file_path());1565if (node_scene.is_valid()) {1566const Ref<SceneState> &state = node_scene->get_state();1567if (state->get_node_count() > 0) {1568new_name = state->get_node_name(0); // Root's name.1569}1570}1571}15721573if (new_name.is_empty()) {1574// If name is still empty, fallback to class name.1575if (GLOBAL_GET("editor/naming/node_name_casing").operator int() != NAME_CASING_PASCAL_CASE) {1576new_name = Node::adjust_name_casing(p_node->get_class());1577} else {1578new_name = p_node->get_class();1579}1580}15811582new_name = p_node->get_parent()->prevalidate_child_name(p_node, new_name);1583if (new_name == p_node->get_name()) {1584item->set_text(0, new_name);1585// If setting name as unique, check for existing unique node below first.1586if (!check_for_unique_name_token) {1587return;1588}1589}15901591// We previously made sure name is not the same as current name1592// so that it won't complain about already used unique name when not changing name.1593if ((check_for_unique_name_token || p_node->is_unique_name_in_owner()) && get_tree()->get_edited_scene_root()->get_node_or_null("%" + new_name)) {1594check_for_unique_name_token = false;1595String text = vformat(TTR("A node with the unique name %s already exists in this scene."), new_name);1596if (error->is_visible()) {1597if (!error->get_meta("same_unique_name", false)) {1598error->set_text(error->get_text() + "\n\n" + text);1599error->set_meta("same_unique_name", true);1600}1601} else {1602error->set_text(text);1603error->set_meta("same_unique_name", true);1604error->set_meta("invalid_character", false);1605error->popup_centered();1606}1607item->set_text(0, p_node->get_name());1608if (p_node->is_unique_name_in_owner()) {1609return;1610}1611}16121613// If same name and check_for_unique_name_token is still true, now set as unique.1614// This is separate from final action so "Rename Node" is not added to undo history.1615if (new_name == p_node->get_name()) {1616if (check_for_unique_name_token) {1617if (!is_scene_tree_dock) {1618p_node->set_unique_name_in_owner(true);1619} else {1620EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();1621undo_redo->create_action(TTR("Enable Scene Unique Name(s)"));1622undo_redo->add_undo_method(p_node, "set_unique_name_in_owner", false);1623undo_redo->add_do_method(p_node, "set_unique_name_in_owner", true);1624undo_redo->commit_action();1625}1626}1627return;1628}16291630if (!is_scene_tree_dock) {1631p_node->set_name(new_name);1632if (check_for_unique_name_token) {1633p_node->set_unique_name_in_owner(true);1634}1635item->set_metadata(0, p_node->get_path());1636emit_signal(SNAME("node_renamed"));1637} else {1638EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();1639undo_redo->create_action(TTR("Rename Node"), UndoRedo::MERGE_DISABLE, p_node);16401641if (check_for_unique_name_token) {1642undo_redo->add_undo_method(p_node, "set_unique_name_in_owner", false);1643}16441645emit_signal(SNAME("node_prerename"), p_node, new_name);16461647undo_redo->add_undo_method(p_node, "set_name", p_node->get_name());1648undo_redo->add_undo_method(item, "set_metadata", 0, p_node->get_path());1649undo_redo->add_undo_method(item, "set_text", 0, p_node->get_name());16501651undo_redo->add_do_method(p_node, "set_name", new_name);1652undo_redo->add_do_method(item, "set_metadata", 0, p_node->get_path());1653undo_redo->add_do_method(item, "set_text", 0, new_name);16541655if (check_for_unique_name_token) {1656undo_redo->add_do_method(p_node, "set_unique_name_in_owner", true);1657}16581659undo_redo->commit_action();1660}1661}16621663void SceneTreeEditor::_edited() {1664TreeItem *which = tree->get_next_selected(nullptr);1665ERR_FAIL_NULL(which);1666TreeItem *edited = tree->get_edited();1667ERR_FAIL_NULL(edited);16681669if (is_scene_tree_dock && tree->get_next_selected(which)) {1670List<Node *> nodes_to_rename;1671for (TreeItem *item = which; item; item = tree->get_next_selected(item)) {1672Node *n = get_node(item->get_metadata(0));1673ERR_FAIL_NULL(n);1674nodes_to_rename.push_back(n);1675}1676ERR_FAIL_COND(nodes_to_rename.is_empty());16771678EditorUndoRedoManager *undo_redo = EditorUndoRedoManager::get_singleton();1679undo_redo->create_action(TTR("Rename Nodes"), UndoRedo::MERGE_DISABLE, nodes_to_rename.front()->get(), true);16801681TreeItem *item = which;1682String new_name = edited->get_text(0);1683for (Node *n : nodes_to_rename) {1684rename_node(n, new_name, item);1685item = tree->get_next_selected(item);1686}16871688undo_redo->commit_action();1689} else {1690Node *n = get_node(which->get_metadata(0));1691ERR_FAIL_NULL(n);1692rename_node(n, which->get_text(0));1693}1694}16951696Node *SceneTreeEditor::get_selected() {1697return selected;1698}16991700void SceneTreeEditor::_update_marking_list(const HashSet<Node *> &p_marked) {1701for (Node *N : p_marked) {1702HashMap<Node *, CachedNode>::Iterator I = node_cache.get(N);1703if (I) {1704node_cache.mark_dirty(N);1705node_cache.mark_children_dirty(N, true);1706}1707}1708}17091710void SceneTreeEditor::set_marked(const HashSet<Node *> &p_marked, bool p_selectable, bool p_children_selectable) {1711_update_if_clean();17121713_update_marking_list(marked);1714_update_marking_list(p_marked);17151716marked = p_marked;17171718marked_selectable = p_selectable;1719marked_children_selectable = p_children_selectable;1720_update_tree();1721}17221723void SceneTreeEditor::set_marked(Node *p_marked, bool p_selectable, bool p_children_selectable) {1724HashSet<Node *> s;1725if (p_marked) {1726s.insert(p_marked);1727}1728set_marked(s, p_selectable, p_children_selectable);1729}17301731void SceneTreeEditor::set_filter(const String &p_filter) {1732filter = p_filter;1733_update_filter(nullptr, true);1734}17351736String SceneTreeEditor::get_filter() const {1737return filter;1738}17391740String SceneTreeEditor::get_filter_term_warning() {1741return filter_term_warning;1742}17431744void SceneTreeEditor::set_show_all_nodes(bool p_show_all_nodes) {1745show_all_nodes = p_show_all_nodes;1746_update_filter(nullptr, true);1747}17481749void SceneTreeEditor::set_as_scene_tree_dock() {1750is_scene_tree_dock = true;1751}17521753void SceneTreeEditor::set_display_foreign_nodes(bool p_display) {1754display_foreign = p_display;1755_update_tree();1756}17571758void SceneTreeEditor::clear_cache() {1759node_cache.force_update = true;1760callable_mp(this, &SceneTreeEditor::_update_tree).call_deferred(false);1761tree_dirty = true;1762}17631764void SceneTreeEditor::set_valid_types(const Vector<StringName> &p_valid) {1765valid_types = p_valid;1766clear_cache();1767}17681769void SceneTreeEditor::set_editor_selection(EditorSelection *p_selection) {1770editor_selection = p_selection;1771tree->set_select_mode(Tree::SELECT_MULTI);1772tree->set_cursor_can_exit_tree(false);1773editor_selection->connect("selection_changed", callable_mp(this, &SceneTreeEditor::_selection_changed));1774}17751776void SceneTreeEditor::_update_selection(TreeItem *item) {1777ERR_FAIL_NULL(item);17781779NodePath np = item->get_metadata(0);17801781if (!has_node(np)) {1782return;1783}17841785Node *n = get_node(np);17861787if (!n) {1788return;1789}17901791if (editor_selection->is_selected(n)) {1792if (!item->is_selected(0)) {1793item->select(0);1794}1795} else {1796if (item->is_selected(0)) {1797TreeItem *previous_cursor_item = tree->get_selected();1798item->deselect(0);1799if (previous_cursor_item) {1800previous_cursor_item->set_as_cursor(0);1801}1802}1803}18041805TreeItem *c = item->get_first_child();18061807while (c) {1808_update_selection(c);1809c = c->get_next();1810}1811}18121813void SceneTreeEditor::_selection_changed() {1814if (!editor_selection) {1815return;1816}18171818TreeItem *root = tree->get_root();18191820if (!root) {1821return;1822}1823_update_selection(root);1824}18251826void SceneTreeEditor::_cell_collapsed(Object *p_obj) {1827if (updating_tree) {1828return;1829}1830if (!can_rename) {1831return;1832}18331834TreeItem *ti = Object::cast_to<TreeItem>(p_obj);1835if (!ti) {1836return;1837}18381839bool collapsed = ti->is_collapsed();18401841NodePath np = ti->get_metadata(0);18421843Node *n = get_node(np);1844ERR_FAIL_NULL(n);18451846n->set_display_folded(collapsed);1847}18481849Variant SceneTreeEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {1850if (!can_rename) {1851return Variant(); // Not editable tree.1852}18531854if (tree->get_button_id_at_position(p_point) != -1) {1855return Variant(); // Dragging from button.1856}18571858Vector<Node *> selected_nodes;1859Vector<Ref<Texture2D>> icons;1860TreeItem *next = tree->get_next_selected(nullptr);1861while (next) {1862NodePath np = next->get_metadata(0);18631864Node *n = get_node(np);1865if (n) {1866selected_nodes.push_back(n);1867icons.push_back(next->get_icon(0));1868}1869next = tree->get_next_selected(next);1870}18711872if (selected_nodes.is_empty()) {1873return Variant();1874}18751876VBoxContainer *vb = memnew(VBoxContainer);1877Array objs;1878int list_max = 10;1879float opacity_step = 1.0f / list_max;1880float opacity_item = 1.0f;1881for (int i = 0; i < selected_nodes.size(); i++) {1882if (i < list_max) {1883HBoxContainer *hb = memnew(HBoxContainer);1884TextureRect *tf = memnew(TextureRect);1885int icon_size = get_theme_constant(SNAME("class_icon_size"), EditorStringName(Editor));1886tf->set_custom_minimum_size(Size2(icon_size, icon_size));1887tf->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);1888tf->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);1889tf->set_texture(icons[i]);1890hb->add_child(tf);1891Label *label = memnew(Label(selected_nodes[i]->get_name()));1892label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);1893hb->add_child(label);1894vb->add_child(hb);1895hb->set_modulate(Color(1, 1, 1, opacity_item));1896opacity_item -= opacity_step;1897}1898NodePath p = selected_nodes[i]->get_path();1899objs.push_back(p);1900}19011902set_drag_preview(vb);1903Dictionary drag_data;1904drag_data["type"] = "nodes";1905drag_data["nodes"] = objs;1906drag_data["scene_root"] = get_tree()->get_edited_scene_root();19071908tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);1909emit_signal(SNAME("nodes_dragged"));19101911return drag_data;1912}19131914bool SceneTreeEditor::_is_script_type(const StringName &p_type) const {1915return (script_types->has(p_type));1916}19171918bool SceneTreeEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {1919if (!can_rename) {1920return false; // Not editable tree.1921}19221923Dictionary d = p_data;1924if (!d.has("type")) {1925return false;1926}19271928Object *data_root = d.get("scene_root", (Object *)nullptr);1929if (data_root && get_tree()->get_edited_scene_root() != data_root) {1930return false;1931}19321933TreeItem *item = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_selected() : tree->get_item_at_position(p_point);1934if (!item) {1935return false;1936}19371938int section = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_drop_section_at_position(tree->get_item_rect(item).position) : tree->get_drop_section_at_position(p_point);1939if (section < -1 || (section == -1 && !item->get_parent())) {1940return false;1941}19421943if (String(d["type"]) == "files") {1944Vector<String> files = d["files"];19451946if (files.is_empty()) {1947return false; // TODO Weird?1948}19491950if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(files[0]))) {1951tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);1952return true;1953}19541955bool scene_drop = true;1956bool audio_drop = true;1957for (int i = 0; i < files.size(); i++) {1958String ftype = EditorFileSystem::get_singleton()->get_file_type(files[i]);1959if (ftype != "PackedScene") {1960scene_drop = false;1961}1962if (audio_drop && !ClassDB::is_parent_class(ftype, "AudioStream")) {1963audio_drop = false;1964}1965}19661967if (scene_drop) {1968tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);1969return true;1970}19711972if (audio_drop) {1973if (files.size() > 1) {1974tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN);1975} else {1976tree->set_drop_mode_flags(Tree::DROP_MODE_INBETWEEN | Tree::DROP_MODE_ON_ITEM);1977}1978return true;1979}19801981if (files.size() > 1) {1982return false;1983}1984tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);19851986return true;1987}19881989if (String(d["type"]) == "script_list_element") {1990ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(d["script_list_element"]);1991if (se) {1992String sp = se->get_edited_resource()->get_path();1993if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(sp))) {1994tree->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);1995return true;1996}1997}1998}19992000if (filter.is_empty() && String(d["type"]) == "nodes") {2001Array nodes = d["nodes"];20022003for (int i = 0; i < nodes.size(); i++) {2004Node *n = get_node(nodes[i]);2005// Nodes from an instantiated scene can't be rearranged.2006if (n && n->get_owner() && n->get_owner() != get_scene_node() && n->get_owner()->is_instance()) {2007return false;2008}2009}20102011return true;2012}20132014return false;2015}20162017void SceneTreeEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {2018if (!can_drop_data_fw(p_point, p_data, p_from)) {2019return;2020}20212022TreeItem *item = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_selected() : tree->get_item_at_position(p_point);2023if (!item) {2024return;2025}2026int section = (p_point == Vector2(Math::INF, Math::INF)) ? tree->get_drop_section_at_position(tree->get_item_rect(item).position) : tree->get_drop_section_at_position(p_point);2027if (section < -1) {2028return;2029}20302031NodePath np = item->get_metadata(0);2032Node *n = get_node(np);2033if (!n) {2034return;2035}20362037Dictionary d = p_data;20382039if (String(d["type"]) == "nodes") {2040Array nodes = d["nodes"];2041emit_signal(SNAME("nodes_rearranged"), nodes, np, section);2042}20432044if (String(d["type"]) == "files") {2045Vector<String> files = d["files"];20462047String ftype = EditorFileSystem::get_singleton()->get_file_type(files[0]);2048if (_is_script_type(ftype)) {2049emit_signal(SNAME("script_dropped"), files[0], np);2050} else {2051emit_signal(SNAME("files_dropped"), files, np, section);2052}2053}20542055if (String(d["type"]) == "script_list_element") {2056ScriptEditorBase *se = Object::cast_to<ScriptEditorBase>(d["script_list_element"]);2057if (se) {2058String sp = se->get_edited_resource()->get_path();2059if (_is_script_type(EditorFileSystem::get_singleton()->get_file_type(sp))) {2060emit_signal(SNAME("script_dropped"), sp, np);2061}2062}2063}2064}20652066void SceneTreeEditor::_empty_clicked(const Vector2 &p_pos, MouseButton p_button) {2067if (p_button != MouseButton::RIGHT) {2068return;2069}2070_rmb_select(p_pos);2071}20722073void SceneTreeEditor::_rmb_select(const Vector2 &p_pos, MouseButton p_button) {2074if (p_button != MouseButton::RIGHT) {2075return;2076}2077emit_signal(SNAME("rmb_pressed"), tree->get_screen_position() + p_pos);2078}20792080void SceneTreeEditor::update_warning() {2081_warning_changed(nullptr);2082}20832084void SceneTreeEditor::_warning_changed(Node *p_for_node) {2085node_cache.mark_dirty(p_for_node);20862087// Should use a timer.2088update_timer->start();2089}20902091void SceneTreeEditor::set_auto_expand_selected(bool p_auto, bool p_update_settings) {2092if (p_update_settings) {2093EditorSettings::get_singleton()->set("docks/scene_tree/auto_expand_to_selected", p_auto);2094}2095auto_expand_selected = p_auto;2096}20972098void SceneTreeEditor::set_hide_filtered_out_parents(bool p_hide, bool p_update_settings) {2099if (p_hide == hide_filtered_out_parents) {2100return;2101}21022103if (p_update_settings) {2104EditorSettings::get_singleton()->set("docks/scene_tree/hide_filtered_out_parents", p_hide);2105}2106hide_filtered_out_parents = p_hide;21072108if (hide_filtered_out_parents) {2109_update_filter();2110} else {2111node_cache.force_update = true;2112_update_tree();2113}2114}21152116void SceneTreeEditor::set_accessibility_warnings(bool p_enable, bool p_update_settings) {2117if (p_update_settings) {2118EditorSettings::get_singleton()->set("docks/scene_tree/accessibility_warnings", p_enable);2119}2120accessibility_warnings = p_enable;2121}21222123void SceneTreeEditor::set_connect_to_script_mode(bool p_enable) {2124connect_to_script_mode = p_enable;2125_update_tree();2126}21272128void SceneTreeEditor::set_connecting_signal(bool p_enable) {2129connecting_signal = p_enable;2130_update_tree();2131}21322133void SceneTreeEditor::set_update_when_invisible(bool p_enable) {2134update_when_invisible = p_enable;2135_update_tree();2136}21372138void SceneTreeEditor::_bind_methods() {2139ClassDB::bind_method(D_METHOD("_update_tree"), &SceneTreeEditor::_update_tree, DEFVAL(false)); // Still used by UndoRedo.21402141ClassDB::bind_method(D_METHOD("update_tree"), &SceneTreeEditor::update_tree);21422143ADD_SIGNAL(MethodInfo("node_selected"));2144ADD_SIGNAL(MethodInfo("node_renamed"));2145ADD_SIGNAL(MethodInfo("node_prerename"));2146ADD_SIGNAL(MethodInfo("node_changed"));2147ADD_SIGNAL(MethodInfo("nodes_dragged"));2148ADD_SIGNAL(MethodInfo("nodes_rearranged", PropertyInfo(Variant::ARRAY, "paths"), PropertyInfo(Variant::NODE_PATH, "to_path"), PropertyInfo(Variant::INT, "type")));2149ADD_SIGNAL(MethodInfo("files_dropped", PropertyInfo(Variant::PACKED_STRING_ARRAY, "files"), PropertyInfo(Variant::NODE_PATH, "to_path"), PropertyInfo(Variant::INT, "type")));2150ADD_SIGNAL(MethodInfo("script_dropped", PropertyInfo(Variant::STRING, "file"), PropertyInfo(Variant::NODE_PATH, "to_path")));2151ADD_SIGNAL(MethodInfo("rmb_pressed", PropertyInfo(Variant::VECTOR2, "position")));21522153ADD_SIGNAL(MethodInfo("open"));2154ADD_SIGNAL(MethodInfo("open_script"));2155}21562157SceneTreeEditor::SceneTreeEditor(bool p_label, bool p_can_rename, bool p_can_open_instance) :2158node_cache(this) {2159selected = nullptr;21602161can_rename = p_can_rename;2162can_open_instance = p_can_open_instance;2163editor_selection = nullptr;21642165if (p_label) {2166Label *label = memnew(Label);2167label->set_theme_type_variation("HeaderSmall");2168label->set_position(Point2(10, 0));2169label->set_text(TTR("Scene Tree (Nodes):"));21702171add_child(label);2172}21732174tree = memnew(Tree);2175tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);2176tree->set_anchor(SIDE_RIGHT, ANCHOR_END);2177tree->set_anchor(SIDE_BOTTOM, ANCHOR_END);2178tree->set_begin(Point2(0, p_label ? 18 : 0));2179tree->set_end(Point2(0, 0));2180tree->set_allow_reselect(true);2181tree->add_theme_constant_override("button_margin", 0);21822183add_child(tree);21842185SET_DRAG_FORWARDING_GCD(tree, SceneTreeEditor);2186if (p_can_rename) {2187tree->set_allow_rmb_select(true);2188tree->connect("item_mouse_selected", callable_mp(this, &SceneTreeEditor::_rmb_select));2189tree->connect("empty_clicked", callable_mp(this, &SceneTreeEditor::_empty_clicked));2190}21912192tree->connect("cell_selected", callable_mp(this, &SceneTreeEditor::_selected_changed));2193tree->connect("item_edited", callable_mp(this, &SceneTreeEditor::_edited));2194tree->connect("multi_selected", callable_mp(this, &SceneTreeEditor::_cell_multi_selected));2195tree->connect("button_clicked", callable_mp(this, &SceneTreeEditor::_cell_button_pressed));2196tree->connect("nothing_selected", callable_mp(this, &SceneTreeEditor::_deselect_items));21972198error = memnew(AcceptDialog);2199add_child(error);22002201warning = memnew(AcceptDialog);2202add_child(warning);2203warning->set_title(TTR("Node Configuration Warning!"));2204warning->set_flag(Window::FLAG_POPUP, true);22052206last_hash = 0;2207blocked = 0;22082209update_timer = memnew(Timer);2210update_timer->connect("timeout", callable_mp(this, &SceneTreeEditor::_update_tree).bind(false));2211update_timer->set_one_shot(true);2212update_timer->set_wait_time(0.5);2213add_child(update_timer);22142215update_node_tooltip_delay = memnew(Timer);2216update_node_tooltip_delay->set_wait_time(0.5);2217update_node_tooltip_delay->set_one_shot(true);2218add_child(update_node_tooltip_delay);22192220revoke_dialog = memnew(ConfirmationDialog);2221revoke_dialog->set_ok_button_text(TTR("Revoke"));2222add_child(revoke_dialog);2223revoke_dialog->connect(SceneStringName(confirmed), callable_mp(this, &SceneTreeEditor::_update_ask_before_revoking_unique_name));2224VBoxContainer *vb = memnew(VBoxContainer);2225revoke_dialog->add_child(vb);2226revoke_dialog_label = memnew(Label);2227revoke_dialog_label->set_focus_mode(Control::FOCUS_ACCESSIBILITY);2228vb->add_child(revoke_dialog_label);2229ask_before_revoke_checkbox = memnew(CheckBox(TTR("Don't Ask Again")));2230ask_before_revoke_checkbox->set_tooltip_text(TTR("This dialog can also be enabled/disabled in the Editor Settings: Docks > Scene Tree > Ask Before Revoking Unique Name."));2231vb->add_child(ask_before_revoke_checkbox);22322233script_types = memnew(LocalVector<StringName>);2234ClassDB::get_inheriters_from_class("Script", *script_types);2235}22362237SceneTreeEditor::~SceneTreeEditor() {2238memdelete(script_types);2239}22402241/******** DIALOG *********/22422243void SceneTreeDialog::popup_scenetree_dialog(Node *p_selected_node, Node *p_marked_node, bool p_marked_node_selectable, bool p_marked_node_children_selectable) {2244get_scene_tree()->set_marked(p_marked_node, p_marked_node_selectable, p_marked_node_children_selectable);2245get_scene_tree()->set_selected(p_selected_node);2246popup_centered_clamped(Size2(350, 700) * EDSCALE);2247}22482249void SceneTreeDialog::_show_all_nodes_changed(bool p_button_pressed) {2250EditorSettings::get_singleton()->set_project_metadata("editor_metadata", "show_all_nodes_for_node_selection", p_button_pressed);2251tree->set_show_all_nodes(p_button_pressed);2252}22532254void SceneTreeDialog::set_valid_types(const Vector<StringName> &p_valid) {2255if (allowed_types_hbox) {2256allowed_types_hbox->queue_free();2257allowed_types_hbox = nullptr;2258valid_type_icons.clear();2259}22602261tree->set_valid_types(p_valid);22622263if (p_valid.is_empty()) {2264return;2265}22662267allowed_types_hbox = memnew(HBoxContainer);2268content->add_child(allowed_types_hbox);2269content->move_child(allowed_types_hbox, 0);22702271{2272Label *label = memnew(Label(TTRC("Allowed:")));2273allowed_types_hbox->add_child(label);2274}22752276HFlowContainer *hflow = memnew(HFlowContainer);2277allowed_types_hbox->add_child(hflow);2278hflow->set_h_size_flags(Control::SIZE_EXPAND_FILL);22792280for (const StringName &type : p_valid) {2281HBoxContainer *hb = memnew(HBoxContainer);2282hflow->add_child(hb);22832284// Attempt to get the correct name and icon for script path types.2285String name = type;2286Ref<Texture2D> icon = EditorNode::get_singleton()->get_class_icon(type);22872288// If we can't find a global class icon, try to find one for the script.2289if (icon.is_null() && ResourceLoader::exists(type, "Script")) {2290Ref<Script> node_script = ResourceLoader::load(type);2291if (node_script.is_valid()) {2292name = name.get_file();2293icon = EditorNode::get_singleton()->get_object_icon(node_script.ptr());2294}2295}22962297TextureRect *trect = memnew(TextureRect);2298hb->add_child(trect);2299trect->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);2300trect->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);2301trect->set_meta("icon", icon);2302valid_type_icons.push_back(trect);23032304Label *label = memnew(Label);2305hb->add_child(label);2306label->set_focus_mode(Control::FOCUS_ACCESSIBILITY);2307label->set_text(name);2308label->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);2309}23102311show_all_nodes->show();2312if (is_inside_tree()) {2313_update_valid_type_icons();2314}2315}23162317void SceneTreeDialog::_notification(int p_what) {2318switch (p_what) {2319case NOTIFICATION_VISIBILITY_CHANGED: {2320if (is_visible()) {2321tree->update_tree();23222323// Select the search bar by default.2324callable_mp((Control *)filter, &Control::grab_focus).call_deferred(false);2325}2326} break;23272328case NOTIFICATION_ENTER_TREE: {2329connect(SceneStringName(confirmed), callable_mp(this, &SceneTreeDialog::_select));2330} break;23312332case NOTIFICATION_THEME_CHANGED: {2333_update_valid_type_icons();2334} break;23352336case NOTIFICATION_EXIT_TREE: {2337disconnect(SceneStringName(confirmed), callable_mp(this, &SceneTreeDialog::_select));2338} break;2339}2340}23412342void SceneTreeDialog::_update_valid_type_icons() {2343for (TextureRect *trect : valid_type_icons) {2344trect->set_custom_minimum_size(Vector2(get_theme_constant(SNAME("class_icon_size"), EditorStringName(Editor)), 0));2345trect->set_texture(trect->get_meta("icon"));2346}2347}23482349void SceneTreeDialog::_cancel() {2350hide();2351}23522353void SceneTreeDialog::_select() {2354if (tree->get_selected()) {2355// The signal may cause another dialog to be displayed, so be sure to hide this one first.2356hide();2357emit_signal(SNAME("selected"), tree->get_selected()->get_path());2358}2359}23602361void SceneTreeDialog::_selected_changed() {2362get_ok_button()->set_disabled(!tree->get_selected());2363}23642365void SceneTreeDialog::_filter_changed(const String &p_filter) {2366tree->set_filter(p_filter);2367}23682369void SceneTreeDialog::_bind_methods() {2370ClassDB::bind_method("_cancel", &SceneTreeDialog::_cancel);23712372ADD_SIGNAL(MethodInfo("selected", PropertyInfo(Variant::NODE_PATH, "path")));2373}23742375LineEdit *SceneTreeDialog::get_filter_line_edit() {2376return filter;2377}23782379SceneTreeDialog::SceneTreeDialog() {2380set_title(TTRC("Select a Node"));2381content = memnew(VBoxContainer);2382add_child(content);23832384HBoxContainer *filter_hbc = memnew(HBoxContainer);2385content->add_child(filter_hbc);23862387filter = memnew(FilterLineEdit);2388filter->set_h_size_flags(Control::SIZE_EXPAND_FILL);2389filter->set_placeholder(TTRC("Filter Nodes"));2390filter->add_theme_constant_override("minimum_character_width", 0);2391filter->connect(SceneStringName(text_changed), callable_mp(this, &SceneTreeDialog::_filter_changed));23922393register_text_enter(filter);23942395filter_hbc->add_child(filter);23962397// Add 'Show All' button to HBoxContainer next to the filter, visible only when valid_types is defined.2398show_all_nodes = memnew(CheckButton);2399show_all_nodes->set_text(TTRC("Show All"));2400show_all_nodes->connect(SceneStringName(toggled), callable_mp(this, &SceneTreeDialog::_show_all_nodes_changed));2401show_all_nodes->set_h_size_flags(Control::SIZE_SHRINK_BEGIN);2402show_all_nodes->hide();2403filter_hbc->add_child(show_all_nodes);24042405MarginContainer *mc = memnew(MarginContainer);2406mc->set_v_size_flags(Control::SIZE_EXPAND_FILL);2407mc->set_theme_type_variation("NoBorderHorizontalWindow");2408content->add_child(mc);24092410tree = memnew(SceneTreeEditor(false, false, true));2411filter->set_forward_control(tree->get_scene_tree());2412tree->set_update_when_invisible(false);2413tree->get_scene_tree()->set_scroll_hint_mode(Tree::SCROLL_HINT_MODE_BOTH);2414tree->get_scene_tree()->connect("item_activated", callable_mp(this, &SceneTreeDialog::_select));2415// Initialize button state, must be done after the tree has been created to update its 'show_all_nodes' flag.2416// This is also done before adding the tree to the content to avoid triggering unnecessary tree filtering.2417show_all_nodes->set_pressed(EditorSettings::get_singleton()->get_project_metadata("editor_metadata", "show_all_nodes_for_node_selection", false));2418mc->add_child(tree);24192420// Disable the OK button when no node is selected.2421get_ok_button()->set_disabled(!tree->get_selected());2422tree->connect("node_selected", callable_mp(this, &SceneTreeDialog::_selected_changed));2423}24242425/******** CACHE *********/24262427HashMap<Node *, SceneTreeEditor::CachedNode>::Iterator SceneTreeEditor::NodeCache::add(Node *p_node, TreeItem *p_item) {2428if (!p_node) {2429return HashMap<Node *, CachedNode>::Iterator();2430}24312432return cache.insert(p_node, CachedNode(p_node, p_item));2433}24342435HashMap<Node *, SceneTreeEditor::CachedNode>::Iterator SceneTreeEditor::NodeCache::get(Node *p_node, bool p_deleted_ok) {2436if (!p_node) {2437return HashMap<Node *, CachedNode>::Iterator();2438}24392440HashMap<Node *, CachedNode>::Iterator I = cache.find(p_node);2441if (I) {2442if (I->value.delete_serial != UINT16_MAX) {2443// Don't give us a node marked for deletion.2444if (!p_deleted_ok) {2445return HashMap<Node *, CachedNode>::Iterator();2446}24472448to_delete.erase(&I->value);2449I->value.delete_serial = UINT16_MAX;24502451// If we were resurrected from near-death we might have been renamed.2452// Make sure that we are updated properly.2453mark_dirty(p_node);2454mark_children_dirty(p_node, true);2455}2456}24572458return I;2459}24602461bool SceneTreeEditor::NodeCache::has(Node *p_node) {2462return get(p_node, false).operator bool();2463}24642465void SceneTreeEditor::NodeCache::remove(Node *p_node, bool p_recursive) {2466if (!p_node) {2467return;2468}24692470if (p_node == editor->selected) {2471editor->selected = nullptr;2472}24732474if (p_node == current_pinned_node) {2475current_pinned_node = nullptr;2476current_has_pin = false;2477}24782479editor->marked.erase(p_node);24802481HashMap<Node *, CachedNode>::Iterator I = cache.find(p_node);2482if (I) {2483if (editor->is_scene_tree_dock) {2484EditorNode::get_singleton()->update_resource_count(I->key, true);2485}2486if (p_recursive) {2487int cc = p_node->get_child_count(false);24882489for (int i = 0; i < cc; i++) {2490remove(p_node->get_child(i, false), p_recursive);2491}2492}24932494if (current_scene_id != p_node->get_instance_id()) {2495// Do not remove from the Tree control here. See delete_pending below.2496I->value.item->deselect(0);2497I->value.delete_serial = delete_serial;2498I->value.index = -1;2499I->value.cache_iterator = I;2500to_delete.insert(&I->value);2501} else {2502// If it is the root node, we leave the TreeItem and reuse it later.2503cache.remove(I);2504}2505}2506}25072508void SceneTreeEditor::NodeCache::mark_dirty(Node *p_node, bool p_parents) {2509Node *node = p_node;2510while (node) {2511HashMap<Node *, CachedNode>::Iterator I = cache.find(node);2512if (I) {2513I->value.dirty = true;2514}25152516if (!p_parents) {2517break;2518}25192520node = node->get_parent();2521}2522}25232524void SceneTreeEditor::NodeCache::mark_children_dirty(Node *p_node, bool p_recursive) {2525if (!p_node) {2526return;2527}25282529int cc = p_node->get_child_count(false);2530for (int i = 0; i < cc; i++) {2531Node *c = p_node->get_child(i, false);2532HashMap<Node *, CachedNode>::Iterator IC = cache.find(c);25332534if (IC) {2535IC->value.dirty = true;25362537if (p_recursive) {2538mark_children_dirty(c, p_recursive);2539}2540}2541}2542}25432544void SceneTreeEditor::NodeCache::delete_pending() {2545HashSet<CachedNode *>::Iterator I = to_delete.begin();2546while (I) {2547// We want to keep TreeItems around just long enough for a Node removal,2548// and immediate reinsertion. This is what happens with moves and2549// type changes.2550if (Math::abs((*I)->delete_serial - delete_serial) >= 2) {2551memdelete((*I)->item);2552cache.remove((*I)->cache_iterator);2553to_delete.remove(I);2554} else if (!(*I)->removed) {2555// We don't remove from the tree until now because if the node got2556// deleted from a @tool script the SceneTreeEditor might have had it2557// marked or selected before the node was removed. If we immediately2558// remove from the Tree control then we end up trying to scroll to an2559// Item without a parent.2560//2561// We might already be removed (and thus not have a parent) by rapid2562// undo/redo.2563if (!(*I)->removed) {2564TreeItem *parent = (*I)->item->get_parent();2565parent->remove_child((*I)->item);2566}2567(*I)->removed = true;2568}2569++I;2570}25712572++delete_serial;2573}25742575void SceneTreeEditor::NodeCache::clear() {2576for (CachedNode *E : to_delete) {2577// Only removed entries won't be automatically cleaned up by Tree::clear().2578if (E->removed) {2579memdelete(E->item);2580}2581}2582cache.clear();2583to_delete.clear();2584current_pinned_node = nullptr;2585current_has_pin = false;2586}258725882589