godot/scene/debugger/scene_debugger.h

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/*************************************************************************/
/* scene_debugger.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 SCENE_DEBUGGER_H
#define SCENE_DEBUGGER_H
#include "core/object/class_db.h"
#include "core/string/ustring.h"
#include "core/templates/pair.h"
#include "core/variant/array.h"
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class Script;
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class SceneDebugger {
public:
static void initialize();
static void deinitialize();
#ifdef DEBUG_ENABLED
private:
static void _save_node(ObjectID id, const String &p_path);
static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20);
public:
static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
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static void add_to_cache(const String &p_filename, Node *p_node);
static void remove_from_cache(const String &p_filename, Node *p_node);
#endif
};
#ifdef DEBUG_ENABLED
class SceneDebuggerObject {
private:
void _parse_script_properties(Script *p_script, ScriptInstance *p_instance);
public:
typedef Pair<PropertyInfo, Variant> SceneDebuggerProperty;
ObjectID id;
String class_name;
List<SceneDebuggerProperty> properties;
SceneDebuggerObject(ObjectID p_id);
SceneDebuggerObject() {}
void serialize(Array &r_arr, int p_max_size = 1 << 20);
void deserialize(const Array &p_arr);
};
class SceneDebuggerTree {
public:
struct RemoteNode {
int child_count = 0;
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String name;
String type_name;
ObjectID id;
RemoteNode(int p_child, const String &p_name, const String &p_type, ObjectID p_id) {
child_count = p_child;
name = p_name;
type_name = p_type;
id = p_id;
}
RemoteNode() {}
};
List<RemoteNode> nodes;
void serialize(Array &r_arr);
void deserialize(const Array &p_arr);
SceneDebuggerTree(Node *p_root);
SceneDebuggerTree() {}
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};
class LiveEditor {
private:
friend class SceneDebugger;
Map<int, NodePath> live_edit_node_path_cache;
Map<int, String> live_edit_resource_cache;
NodePath live_edit_root;
String live_edit_scene;
Map<String, Set<Node *>> live_scene_edit_cache;
Map<Node *, Map<ObjectID, Node *>> live_edit_remove_list;
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void _send_tree();
void _node_path_func(const NodePath &p_path, int p_id);
void _res_path_func(const String &p_path, int p_id);
void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
void _node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
void _res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
void _root_func(const NodePath &p_scene_path, const String &p_scene_from);
void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name);
void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name);
void _remove_node_func(const NodePath &p_at);
void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id);
void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos);
void _duplicate_node_func(const NodePath &p_at, const String &p_new_name);
void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
LiveEditor() {
singleton = this;
live_edit_root = NodePath("/root");
};
static LiveEditor *singleton;
public:
static LiveEditor *get_singleton();
};
#endif
#endif