1/**************************************************************************/
2/* editor_debugger_tree.h */
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
31#ifndef EDITOR_DEBUGGER_TREE_H
32#define EDITOR_DEBUGGER_TREE_H
33
34#include "scene/gui/tree.h"
35
36class SceneDebuggerTree;
37class EditorFileDialog;
38
39class EditorDebuggerTree : public Tree {
40 GDCLASS(EditorDebuggerTree, Tree);
41
42private:
43 enum ItemMenu {
44 ITEM_MENU_SAVE_REMOTE_NODE,
45 ITEM_MENU_COPY_NODE_PATH,
46 };
47
48 ObjectID inspected_object_id;
49 int debugger_id = 0;
50 bool updating_scene_tree = false;
51 HashSet<ObjectID> unfold_cache;
52 PopupMenu *item_menu = nullptr;
53 EditorFileDialog *file_dialog = nullptr;
54 String last_filter;
55
56 String _get_path(TreeItem *p_item);
57 void _scene_tree_folded(Object *p_obj);
58 void _scene_tree_selected();
59 void _scene_tree_rmb_selected(const Vector2 &p_position, MouseButton p_button);
60 void _item_menu_id_pressed(int p_option);
61 void _file_selected(const String &p_file);
62
63protected:
64 static void _bind_methods();
65 void _notification(int p_what);
66
67public:
68 enum Button {
69 BUTTON_SUBSCENE = 0,
70 BUTTON_VISIBILITY = 1,
71 };
72
73 virtual Variant get_drag_data(const Point2 &p_point) override;
74
75 String get_selected_path();
76 ObjectID get_selected_object();
77 int get_current_debugger(); // Would love to have one tree for every debugger.
78 void update_scene_tree(const SceneDebuggerTree *p_tree, int p_debugger);
79 EditorDebuggerTree();
80};
81
82#endif // EDITOR_DEBUGGER_TREE_H
83