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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
83 lines
3.4 KiB
C++
83 lines
3.4 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef EDITOR_DEBUGGER_TREE_H
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#define EDITOR_DEBUGGER_TREE_H
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#include "scene/gui/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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HashSet<ObjectID> unfold_cache;
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PopupMenu *item_menu = nullptr;
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EditorFileDialog *file_dialog = nullptr;
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String last_filter;
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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, MouseButton p_button);
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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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enum Button {
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BUTTON_SUBSCENE = 0,
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BUTTON_VISIBILITY = 1,
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};
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virtual Variant get_drag_data(const Point2 &p_point) override;
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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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