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HierarchyPanel

Struct HierarchyPanel 

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pub struct HierarchyPanel {
    pub nodes: HashMap<NodeId, HierarchyNode>,
    pub roots: Vec<NodeId>,
    pub selected: Vec<NodeId>,
    pub prefabs: HashMap<String, PrefabNode>,
    pub drag_drop: DragDropState,
    pub keyboard: KeyboardNavState,
    pub search_query: String,
    pub filter_kind: Option<NodeKind>,
    /* private fields */
}
Expand description

The scene hierarchy tree panel.

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§nodes: HashMap<NodeId, HierarchyNode>§roots: Vec<NodeId>§selected: Vec<NodeId>§prefabs: HashMap<String, PrefabNode>§drag_drop: DragDropState§keyboard: KeyboardNavState§search_query: String§filter_kind: Option<NodeKind>

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impl HierarchyPanel

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pub fn new() -> Self

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pub fn add_node( &mut self, name: impl Into<String>, kind: NodeKind, parent: Option<NodeId>, ) -> NodeId

Add a new node, optionally parented to parent.

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pub fn delete_recursive(&mut self, id: NodeId)

Remove a node and all its descendants.

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pub fn rename(&mut self, id: NodeId, new_name: impl Into<String>)

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pub fn reparent(&mut self, child: NodeId, new_parent: Option<NodeId>)

Move child to be a child of new_parent (None = root).

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pub fn duplicate_subtree(&mut self, id: NodeId) -> Option<NodeId>

Deep-clone id and all its descendants. Returns the new root.

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pub fn expand_all(&mut self)

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pub fn collapse_all(&mut self)

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pub fn expand_to(&mut self, id: NodeId)

Expand the path from root to id.

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pub fn set_visible(&mut self, id: NodeId, visible: bool)

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pub fn toggle_visible(&mut self, id: NodeId)

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pub fn set_locked(&mut self, id: NodeId, locked: bool)

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pub fn toggle_locked(&mut self, id: NodeId)

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pub fn set_kind_filter(&mut self, kind: Option<NodeKind>)

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pub fn filter_by_name(&self, query: &str) -> Vec<NodeId>

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pub fn filter_by_kind(&self, kind: NodeKind) -> Vec<NodeId>

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pub fn select(&mut self, id: NodeId)

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pub fn toggle_select(&mut self, id: NodeId)

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pub fn range_select(&mut self, id: NodeId)

Shift+click: select a contiguous range in the flat list.

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pub fn select_all(&mut self)

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pub fn deselect_all(&mut self)

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pub fn is_selected(&self, id: NodeId) -> bool

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pub fn make_prefab( &mut self, id: NodeId, prefab_name: impl Into<String>, ) -> String

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pub fn instantiate_prefab( &mut self, prefab_name: &str, parent: Option<NodeId>, ) -> Option<NodeId>

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pub fn group_selected( &mut self, group_name: impl Into<String>, ) -> Option<NodeId>

Group selected nodes under a new Group node.

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pub fn visible_flat_list(&mut self) -> &[NodeId]

Returns the current flat list (rebuilds if stale).

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pub fn undo(&mut self) -> bool

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pub fn redo(&mut self) -> bool

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pub fn keyboard_up(&mut self) -> Option<NodeId>

Move keyboard focus up; returns the newly focused NodeId if any.

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pub fn keyboard_down(&mut self) -> Option<NodeId>

Move keyboard focus down.

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pub fn keyboard_begin_rename(&mut self)

Activate rename mode for the focused node.

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pub fn keyboard_finish_rename(&mut self)

Finish rename and apply.

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pub fn keyboard_delete(&mut self)

Delete the focused node.

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pub fn begin_drag(&mut self, id: NodeId, y: f32)

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pub fn update_drag(&mut self, y: f32, hover: Option<NodeId>, pos: DropPosition)

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pub fn finish_drag(&mut self)

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pub fn render_ascii(&mut self) -> String

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pub fn node_count(&self) -> usize

Trait Implementations§

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impl Default for HierarchyPanel

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fn default() -> Self

Returns the “default value” for a type. Read more

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