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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/debugger/editor_debugger_tree.h
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/**************************************************************************/
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/* editor_debugger_tree.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "scene/gui/tree.h"
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class AcceptDialog;
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class SceneDebuggerTree;
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class EditorFileDialog;
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class EditorDebuggerTree : public Tree {
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GDCLASS(EditorDebuggerTree, Tree);
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private:
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struct ParentItem {
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TreeItem *tree_item;
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int child_count;
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bool matches_filter;
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ParentItem(TreeItem *p_tree_item = nullptr, int p_child_count = 0, bool p_matches_filter = false) {
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tree_item = p_tree_item;
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child_count = p_child_count;
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matches_filter = p_matches_filter;
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}
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};
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enum ItemMenu {
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ITEM_MENU_SAVE_REMOTE_NODE,
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ITEM_MENU_COPY_NODE_PATH,
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ITEM_MENU_EXPAND_COLLAPSE,
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};
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TypedArray<uint64_t> inspected_object_ids;
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int debugger_id = 0;
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bool updating_scene_tree = false;
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bool scrolling_to_item = false;
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bool notify_selection_queued = false;
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bool selection_surpassed_limit = false;
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bool selection_uncollapse_all = false;
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HashSet<ObjectID> unfold_cache;
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PopupMenu *item_menu = nullptr;
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EditorFileDialog *file_dialog = nullptr;
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AcceptDialog *accept = nullptr;
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String last_filter;
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void _scene_tree_folded(Object *p_obj);
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void _scene_tree_selection_changed(TreeItem *p_item, int p_column, bool p_selected);
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void _scene_tree_nothing_selected();
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void _notify_selection_changed();
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void _scene_tree_rmb_selected(const Vector2 &p_position, MouseButton p_button);
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void _item_menu_id_pressed(int p_option);
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void _file_selected(const String &p_file);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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enum Button {
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BUTTON_SUBSCENE = 0,
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BUTTON_VISIBILITY = 1,
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};
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virtual Variant get_drag_data(const Point2 &p_point) override;
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void update_icon_max_width();
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String get_selected_path();
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ObjectID get_selected_object();
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int get_current_debugger(); // Would love to have one tree for every debugger.
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inline TypedArray<uint64_t> get_selection() const { return inspected_object_ids.duplicate(); }
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void update_scene_tree(const SceneDebuggerTree *p_tree, int p_debugger);
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void select_nodes(const TypedArray<int64_t> &p_ids);
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void clear_selection();
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EditorDebuggerTree();
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};
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