godot/editor/debugger/editor_debugger_tree.h
Rémi Verschelde 49fcf4ffad Style: Cleanup header guards for consistency
Fix file names for {Static,Lightmap}RaycasterEmbree.
2022-09-26 13:51:17 +02:00

78 lines
3.4 KiB
C++

/*************************************************************************/
/* 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. */
/*************************************************************************/
#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,
};
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, 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:
virtual Variant get_drag_data(const Point2 &p_point) override;
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