| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 |
- /*************************************************************************/
- /* editor_debugger_tree.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "scene/gui/tree.h"
- #ifndef EDITOR_DEBUGGER_TREE_H
- #define EDITOR_DEBUGGER_TREE_H
- class SceneDebuggerTree;
- class EditorFileDialog;
- class EditorDebuggerTree : public Tree {
- GDCLASS(EditorDebuggerTree, Tree);
- private:
- enum ItemMenu {
- ITEM_MENU_SAVE_REMOTE_NODE,
- ITEM_MENU_COPY_NODE_PATH,
- };
- ObjectID inspected_object_id;
- int debugger_id = 0;
- bool updating_scene_tree = false;
- HashSet<ObjectID> unfold_cache;
- PopupMenu *item_menu = nullptr;
- EditorFileDialog *file_dialog = nullptr;
- String last_filter;
- String _get_path(TreeItem *p_item);
- void _scene_tree_folded(Object *p_obj);
- void _scene_tree_selected();
- void _scene_tree_rmb_selected(const Vector2 &p_position);
- void _item_menu_id_pressed(int p_option);
- void _file_selected(const String &p_file);
- protected:
- static void _bind_methods();
- void _notification(int p_what);
- public:
- String get_selected_path();
- ObjectID get_selected_object();
- int get_current_debugger(); // Would love to have one tree for every debugger.
- void update_scene_tree(const SceneDebuggerTree *p_tree, int p_debugger);
- EditorDebuggerTree();
- };
- #endif // EDITOR_DEBUGGER_TREE_H
|