/**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef EDITOR_DEBUGGER_TREE_H #define EDITOR_DEBUGGER_TREE_H #include "scene/gui/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, ITEM_MENU_EXPAND_COLLAPSE, }; ObjectID inspected_object_id; int debugger_id = 0; bool updating_scene_tree = false; HashSet 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, MouseButton p_button); 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, }; virtual Variant get_drag_data(const Point2 &p_point) override; void update_icon_max_width(); 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