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119 | /**************************************************************************/
/* rename_dialog.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#ifndef RENAME_DIALOG_H
#define RENAME_DIALOG_H
#include "modules/modules_enabled.gen.h" // For regex.
#ifdef MODULE_REGEX_ENABLED
#include "editor/gui/scene_tree_editor.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/line_edit.h"
class Button;
class CheckBox;
class CheckButton;
class Label;
class OptionButton;
class SpinBox;
class TabContainer;
class RenameDialog : public ConfirmationDialog {
GDCLASS(RenameDialog, ConfirmationDialog);
virtual void ok_pressed() override { rename(); }
void _cancel_pressed() {}
void _features_toggled(bool pressed);
void _insert_text(const 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(const 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, bool p_editor_notify, ErrorHandlerType p_type);
SceneTreeEditor *scene_tree_editor = nullptr;
int global_count = 0;
LineEdit *lne_search = nullptr;
LineEdit *lne_replace = nullptr;
LineEdit *lne_prefix = nullptr;
LineEdit *lne_suffix = nullptr;
TabContainer *tabc_features = nullptr;
CheckBox *cbut_substitute = nullptr;
CheckButton *cbut_regex = nullptr;
CheckBox *cbut_process = nullptr;
CheckBox *chk_per_level_counter = nullptr;
Button *but_insert_name = nullptr;
Button *but_insert_parent = nullptr;
Button *but_insert_type = nullptr;
Button *but_insert_scene = nullptr;
Button *but_insert_root = nullptr;
Button *but_insert_count = nullptr;
SpinBox *spn_count_start = nullptr;
SpinBox *spn_count_step = nullptr;
SpinBox *spn_count_padding = nullptr;
OptionButton *opt_style = nullptr;
OptionButton *opt_case = nullptr;
Label *lbl_preview_title = nullptr;
Label *lbl_preview = nullptr;
List<Pair<NodePath, String>> to_rename;
Node *preview_node = nullptr;
bool lock_preview_update = false;
ErrorHandlerList eh;
bool has_errors = false;
protected:
static void _bind_methods();
virtual void _post_popup() override;
public:
void reset();
void rename();
RenameDialog(SceneTreeEditor *p_scene_tree_editor);<--- Class 'RenameDialog' has a constructor with 1 argument that is not explicit. [+]Class 'RenameDialog' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
};
#endif // MODULE_REGEX_ENABLED
#endif // RENAME_DIALOG_H
|