Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
73 lines
3.2 KiB
C++
73 lines
3.2 KiB
C++
/*************************************************************************/
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/* editor_debugger_tree.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/gui/tree.h"
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#ifndef EDITOR_DEBUGGER_TREE_H
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#define EDITOR_DEBUGGER_TREE_H
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class SceneDebuggerTree;
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class EditorFileDialog;
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class EditorDebuggerTree : public Tree {
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GDCLASS(EditorDebuggerTree, Tree);
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private:
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enum ItemMenu {
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ITEM_MENU_SAVE_REMOTE_NODE,
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ITEM_MENU_COPY_NODE_PATH,
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};
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ObjectID inspected_object_id;
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int debugger_id = 0;
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bool updating_scene_tree = false;
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Set<ObjectID> unfold_cache;
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PopupMenu *item_menu = nullptr;
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EditorFileDialog *file_dialog = nullptr;
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String _get_path(TreeItem *p_item);
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void _scene_tree_folded(Object *p_obj);
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void _scene_tree_selected();
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void _scene_tree_rmb_selected(const Vector2 &p_position);
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void _item_menu_id_pressed(int p_option);
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void _file_selected(const String &p_file);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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String get_selected_path();
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ObjectID get_selected_object();
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int get_current_debugger(); // Would love to have one tree for every debugger.
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void update_scene_tree(const SceneDebuggerTree *p_tree, int p_debugger);
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EditorDebuggerTree();
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};
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#endif // EDITOR_DEBUGGER_TREE_H
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