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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
61 lines
3.1 KiB
C++
61 lines
3.1 KiB
C++
/*************************************************************************/
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/* editor_folding.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef EDITOR_FOLDING_H
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#define EDITOR_FOLDING_H
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#include "scene/main/node.h"
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class EditorFolding {
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PoolVector<String> _get_unfolds(const Object *p_object);
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void _set_unfolds(Object *p_object, const PoolVector<String> &p_unfolds);
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void _fill_folds(const Node *p_root, const Node *p_node, Array &p_folds, Array &resource_folds, Array &nodes_folded, Set<RES> &resources);
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void _do_object_unfolds(Object *p_object, Set<RES> &resources);
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void _do_node_unfolds(Node *p_root, Node *p_node, Set<RES> &resources);
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public:
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void save_resource_folding(const RES &p_resource, const String &p_path);
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void load_resource_folding(RES p_resource, const String &p_path);
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void save_scene_folding(const Node *p_scene, const String &p_path);
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void load_scene_folding(Node *p_scene, const String &p_path);
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void unfold_scene(Node *p_scene);
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bool has_folding_data(const String &p_path);
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EditorFolding();
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};
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#endif // EDITOR_FOLDING_H
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