editor_debugger_tree.h 3.3 KB

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  1. /*************************************************************************/
  2. /* editor_debugger_tree.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "scene/gui/tree.h"
  31. #ifndef EDITOR_DEBUGGER_TREE_H
  32. #define EDITOR_DEBUGGER_TREE_H
  33. class SceneDebuggerTree;
  34. class EditorFileDialog;
  35. class EditorDebuggerTree : public Tree {
  36. GDCLASS(EditorDebuggerTree, Tree);
  37. private:
  38. enum ItemMenu {
  39. ITEM_MENU_SAVE_REMOTE_NODE,
  40. ITEM_MENU_COPY_NODE_PATH,
  41. };
  42. ObjectID inspected_object_id;
  43. int debugger_id = 0;
  44. bool updating_scene_tree = false;
  45. HashSet<ObjectID> unfold_cache;
  46. PopupMenu *item_menu = nullptr;
  47. EditorFileDialog *file_dialog = nullptr;
  48. String last_filter;
  49. String _get_path(TreeItem *p_item);
  50. void _scene_tree_folded(Object *p_obj);
  51. void _scene_tree_selected();
  52. void _scene_tree_rmb_selected(const Vector2 &p_position);
  53. void _item_menu_id_pressed(int p_option);
  54. void _file_selected(const String &p_file);
  55. protected:
  56. static void _bind_methods();
  57. void _notification(int p_what);
  58. public:
  59. String get_selected_path();
  60. ObjectID get_selected_object();
  61. int get_current_debugger(); // Would love to have one tree for every debugger.
  62. void update_scene_tree(const SceneDebuggerTree *p_tree, int p_debugger);
  63. EditorDebuggerTree();
  64. };
  65. #endif // EDITOR_DEBUGGER_TREE_H