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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".
171 lines
6.2 KiB
C++
171 lines
6.2 KiB
C++
/**************************************************************************/
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/* scene_debugger.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 SCENE_DEBUGGER_H
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#define SCENE_DEBUGGER_H
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#include "core/object/class_db.h"
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#include "core/object/ref_counted.h"
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#include "core/string/ustring.h"
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#include "core/templates/pair.h"
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#include "core/variant/array.h"
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class Script;
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class Node;
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class SceneDebugger {
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public:
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private:
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static SceneDebugger *singleton;
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SceneDebugger();
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public:
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static void initialize();
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static void deinitialize();
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~SceneDebugger();
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#ifdef DEBUG_ENABLED
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private:
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static void _save_node(ObjectID id, const String &p_path);
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static void _set_node_owner_recursive(Node *p_node, Node *p_owner);
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static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
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static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20);
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public:
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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);
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static void remove_from_cache(const String &p_filename, Node *p_node);
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#endif
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};
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#ifdef DEBUG_ENABLED
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class SceneDebuggerObject {
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private:
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void _parse_script_properties(Script *p_script, ScriptInstance *p_instance);
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public:
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typedef Pair<PropertyInfo, Variant> SceneDebuggerProperty;
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ObjectID id;
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String class_name;
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List<SceneDebuggerProperty> properties;
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SceneDebuggerObject(ObjectID p_id);
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SceneDebuggerObject() {}
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void serialize(Array &r_arr, int p_max_size = 1 << 20);
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void deserialize(const Array &p_arr);
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};
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class SceneDebuggerTree {
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public:
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struct RemoteNode {
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int child_count = 0;
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String name;
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String type_name;
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ObjectID id;
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String scene_file_path;
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uint8_t view_flags = 0;
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enum ViewFlags {
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VIEW_HAS_VISIBLE_METHOD = 1 << 1,
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VIEW_VISIBLE = 1 << 2,
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VIEW_VISIBLE_IN_TREE = 1 << 3,
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};
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RemoteNode(int p_child, const String &p_name, const String &p_type, ObjectID p_id, const String p_scene_file_path, int p_view_flags) {
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child_count = p_child;
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name = p_name;
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type_name = p_type;
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id = p_id;
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scene_file_path = p_scene_file_path;
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view_flags = p_view_flags;
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}
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RemoteNode() {}
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};
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List<RemoteNode> nodes;
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void serialize(Array &r_arr);
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void deserialize(const Array &p_arr);
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SceneDebuggerTree(Node *p_root);
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SceneDebuggerTree() {}
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};
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class LiveEditor {
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private:
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friend class SceneDebugger;
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HashMap<int, NodePath> live_edit_node_path_cache;
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HashMap<int, String> live_edit_resource_cache;
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NodePath live_edit_root;
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String live_edit_scene;
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HashMap<String, HashSet<Node *>> live_scene_edit_cache;
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HashMap<Node *, HashMap<ObjectID, Node *>> live_edit_remove_list;
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void _send_tree();
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void _node_path_func(const NodePath &p_path, int p_id);
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void _res_path_func(const String &p_path, int p_id);
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void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
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void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
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void _node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount);
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void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
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void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
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void _res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount);
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void _root_func(const NodePath &p_scene_path, const String &p_scene_from);
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void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name);
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void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name);
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void _remove_node_func(const NodePath &p_at);
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void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id);
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void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos);
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void _duplicate_node_func(const NodePath &p_at, const String &p_new_name);
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void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
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LiveEditor() {
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singleton = this;
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live_edit_root = NodePath("/root");
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};
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static LiveEditor *singleton;
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public:
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static LiveEditor *get_singleton();
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};
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#endif
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#endif // SCENE_DEBUGGER_H
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