snapshot_view.cpp 3.2 KB

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  1. /**************************************************************************/
  2. /* snapshot_view.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "snapshot_view.h"
  31. #include "scene/gui/tree.h"
  32. void SnapshotView::clear_snapshot() {
  33. snapshot_data = nullptr;
  34. diff_data = nullptr;
  35. for (int i = 0; i < get_child_count(); i++) {
  36. get_child(i)->queue_free();
  37. }
  38. }
  39. void SnapshotView::show_snapshot(GameStateSnapshot *p_data, GameStateSnapshot *p_diff_data) {
  40. clear_snapshot();
  41. snapshot_data = p_data;
  42. diff_data = p_diff_data;
  43. }
  44. bool SnapshotView::is_showing_snapshot(GameStateSnapshot *p_data, GameStateSnapshot *p_diff_data) {
  45. return p_data == snapshot_data && p_diff_data == diff_data;
  46. }
  47. Vector<TreeItem *> SnapshotView::_get_children_recursive(Tree *p_tree) {
  48. Vector<TreeItem *> found_items;
  49. List<TreeItem *> items_to_check;
  50. if (p_tree && p_tree->get_root()) {
  51. items_to_check.push_back(p_tree->get_root());
  52. }
  53. while (items_to_check.size() > 0) {
  54. TreeItem *to_check = items_to_check.front()->get();
  55. items_to_check.pop_front();
  56. found_items.push_back(to_check);
  57. for (int i = 0; i < to_check->get_child_count(); i++) {
  58. items_to_check.push_back(to_check->get_child(i));
  59. }
  60. }
  61. return found_items;
  62. }