godot/editor/debugger/editor_debugger_tree.h

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/**************************************************************************/
/* editor_debugger_tree.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#ifndef EDITOR_DEBUGGER_TREE_H
#define EDITOR_DEBUGGER_TREE_H
#include "scene/gui/tree.h"
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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;
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PopupMenu *item_menu = nullptr;
EditorFileDialog *file_dialog = nullptr;
String last_filter;
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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, MouseButton p_button);
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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:
enum Button {
BUTTON_SUBSCENE = 0,
BUTTON_VISIBILITY = 1,
};
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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();
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();
};
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#endif // EDITOR_DEBUGGER_TREE_H