A new tab is added to the debugger that can help profile a game's memory usage. Specifically, this lets you save a snapshot of all the objects in a running game's ObjectDB to disk. It then lets you view the snapshot and diff two snapshots against each other. This is meant to work similarly to Chrome's heap snapshot tool or Unity's memory profiler.
262 lines
11 KiB
C++
262 lines
11 KiB
C++
/**************************************************************************/
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/* node_view.cpp */
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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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#include "node_view.h"
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#include "editor/editor_node.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/gui/check_button.h"
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#include "scene/gui/split_container.h"
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SnapshotNodeView::SnapshotNodeView() {
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set_name("Nodes");
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}
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void SnapshotNodeView::show_snapshot(GameStateSnapshot *p_data, GameStateSnapshot *p_diff_data) {
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SnapshotView::show_snapshot(p_data, p_diff_data);
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set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
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set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
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HSplitContainer *diff_sides = memnew(HSplitContainer);
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diff_sides->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
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add_child(diff_sides);
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bool show_diff_label = diff_data && combined_diff_view;
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main_tree = _make_node_tree(diff_data && !combined_diff_view ? TTR("A Nodes") : TTR("Nodes"), snapshot_data);
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diff_sides->add_child(main_tree.root);
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_add_snapshot_to_tree(main_tree.tree, snapshot_data, show_diff_label ? "-" : "");
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if (diff_data) {
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CheckButton *diff_mode_toggle = memnew(CheckButton(TTR("Combine Diff")));
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diff_mode_toggle->set_pressed(combined_diff_view);
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diff_mode_toggle->connect(SceneStringName(toggled), callable_mp(this, &SnapshotNodeView::_toggle_diff_mode));
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main_tree.filter_bar->add_child(diff_mode_toggle);
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main_tree.filter_bar->move_child(diff_mode_toggle, 0);
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if (combined_diff_view) {
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// Merge the snapshots together and add a diff.
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_add_snapshot_to_tree(main_tree.tree, diff_data, "+");
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} else {
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// Add a second column with the diff snapshot.
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diff_tree = _make_node_tree(TTR("B Nodes"), diff_data);
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diff_sides->add_child(diff_tree.root);
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_add_snapshot_to_tree(diff_tree.tree, diff_data, "");
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}
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}
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_refresh_icons();
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main_tree.filter_bar->apply();
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if (diff_tree.filter_bar) {
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diff_tree.filter_bar->apply();
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diff_sides->set_split_offset(diff_sides->get_size().x * 0.5);
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}
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choose_object_menu = memnew(PopupMenu);
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add_child(choose_object_menu);
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choose_object_menu->connect(SceneStringName(id_pressed), callable_mp(this, &SnapshotNodeView::_choose_object_pressed).bind(false));
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}
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NodeTreeElements SnapshotNodeView::_make_node_tree(const String &p_tree_name, GameStateSnapshot *p_snapshot) {
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NodeTreeElements elements;
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elements.root = memnew(VBoxContainer);
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elements.root->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
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elements.tree = memnew(Tree);
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elements.filter_bar = memnew(TreeSortAndFilterBar(elements.tree, TTR("Filter Nodes")));
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elements.root->add_child(elements.filter_bar);
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elements.tree->set_select_mode(Tree::SelectMode::SELECT_ROW);
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elements.tree->set_custom_minimum_size(Size2(150, 0) * EDSCALE);
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elements.tree->set_hide_folding(false);
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elements.root->add_child(elements.tree);
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elements.tree->set_hide_root(true);
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elements.tree->set_allow_reselect(true);
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elements.tree->set_columns(1);
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elements.tree->set_column_titles_visible(true);
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elements.tree->set_column_title(0, p_tree_name);
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elements.tree->set_column_expand(0, true);
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elements.tree->set_column_clip_content(0, false);
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elements.tree->set_column_custom_minimum_width(0, 150 * EDSCALE);
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elements.tree->connect(SceneStringName(item_selected), callable_mp(this, &SnapshotNodeView::_node_selected).bind(elements.tree));
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elements.tree->set_h_size_flags(SizeFlags::SIZE_EXPAND_FILL);
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elements.tree->set_v_size_flags(SizeFlags::SIZE_EXPAND_FILL);
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elements.tree->set_anchors_preset(LayoutPreset::PRESET_FULL_RECT);
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elements.tree->create_item();
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return elements;
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}
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void SnapshotNodeView::_node_selected(Tree *p_tree_selected_from) {
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active_tree = p_tree_selected_from;
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if (diff_tree.tree) {
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// Deselect nodes in non-active tree, if needed.
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if (active_tree == main_tree.tree) {
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diff_tree.tree->deselect_all();
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}
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if (active_tree == diff_tree.tree) {
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main_tree.tree->deselect_all();
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}
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}
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List<SnapshotDataObject *> &objects = tree_item_owners[p_tree_selected_from->get_selected()];
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if (objects.is_empty()) {
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return;
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}
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if (objects.size() == 1) {
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EditorNode::get_singleton()->push_item((Object *)(objects.get(0)));
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}
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if (objects.size() == 2) {
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// This happens if we're in the combined diff view and the node exists in both trees
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// The user has to specify which version of the node they want to see in the inspector.
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_show_choose_object_menu();
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}
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}
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void SnapshotNodeView::_toggle_diff_mode(bool p_state) {
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combined_diff_view = p_state;
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show_snapshot(snapshot_data, diff_data); // Redraw everything when we toggle views.
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}
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void SnapshotNodeView::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE:
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case NOTIFICATION_LAYOUT_DIRECTION_CHANGED:
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case NOTIFICATION_THEME_CHANGED:
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case NOTIFICATION_TRANSLATION_CHANGED: {
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_refresh_icons();
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} break;
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}
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}
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void SnapshotNodeView::_add_snapshot_to_tree(Tree *p_tree, GameStateSnapshot *p_snapshot, const String &p_diff_group_name) {
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for (const KeyValue<ObjectID, SnapshotDataObject *> &kv : p_snapshot->objects) {
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if (kv.value->is_node() && !kv.value->extra_debug_data.has("node_parent")) {
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TreeItem *root_item = _add_child_named(p_tree, p_tree->get_root(), kv.value, p_diff_group_name);
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_add_object_to_tree(root_item, kv.value, p_diff_group_name);
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}
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}
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}
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void SnapshotNodeView::_add_object_to_tree(TreeItem *p_parent_item, SnapshotDataObject *p_data, const String &p_diff_group_name) {
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for (const Variant &v : (Array)p_data->extra_debug_data["node_children"]) {
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SnapshotDataObject *child_object = p_data->snapshot->objects[ObjectID((uint64_t)v)];
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TreeItem *child_item = _add_child_named(p_parent_item->get_tree(), p_parent_item, child_object, p_diff_group_name);
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_add_object_to_tree(child_item, child_object, p_diff_group_name);
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}
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}
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TreeItem *SnapshotNodeView::_add_child_named(Tree *p_tree, TreeItem *p_item, SnapshotDataObject *p_item_owner, const String &p_diff_group_name) {
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bool has_group = !p_diff_group_name.is_empty();
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const String &item_name = p_item_owner->extra_debug_data["node_name"];
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// Find out if this node already exists.
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TreeItem *child_item = nullptr;
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if (has_group) {
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for (int idx = 0; idx < p_item->get_child_count(); idx++) {
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TreeItem *child = p_item->get_child(idx);
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if (child->get_text(0) == item_name) {
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child_item = child;
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break;
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}
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}
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}
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if (child_item) {
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// If it exists, clear the background color because we now know it exists in both trees.
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child_item->clear_custom_bg_color(0);
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} else {
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// Add the new node and set it's background color to green or red depending on which snapshot it's a part of.
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if (p_item_owner->extra_debug_data["node_is_scene_root"]) {
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child_item = p_tree->get_root() ? p_tree->get_root() : p_tree->create_item();
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} else {
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child_item = p_tree->create_item(p_item);
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}
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if (has_group) {
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if (p_diff_group_name == "+") {
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child_item->set_custom_bg_color(0, Color(0, 1, 0, 0.1));
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}
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if (p_diff_group_name == "-") {
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child_item->set_custom_bg_color(0, Color(1, 0, 0, 0.1));
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}
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}
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}
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child_item->set_text(0, item_name);
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_add_tree_item_owner(child_item, p_item_owner);
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return child_item;
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}
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// Each node in the tree may be part of one or two snapshots. This tracks that relationship
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// so we can display the correct data in the inspector if a node is clicked.
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void SnapshotNodeView::_add_tree_item_owner(TreeItem *p_item, SnapshotDataObject *p_owner) {
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if (!tree_item_owners.has(p_item)) {
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tree_item_owners.insert(p_item, List<SnapshotDataObject *>());
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}
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tree_item_owners[p_item].push_back(p_owner);
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}
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void SnapshotNodeView::_refresh_icons() {
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for (TreeItem *item : _get_children_recursive(main_tree.tree)) {
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item->set_icon(0, EditorNode::get_singleton()->get_class_icon(tree_item_owners[item].get(0)->type_name, ""));
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}
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if (diff_tree.tree) {
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for (TreeItem *item : _get_children_recursive(diff_tree.tree)) {
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item->set_icon(0, EditorNode::get_singleton()->get_class_icon(tree_item_owners[item].get(0)->type_name, ""));
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}
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}
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}
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void SnapshotNodeView::clear_snapshot() {
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SnapshotView::clear_snapshot();
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tree_item_owners.clear();
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main_tree.tree = nullptr;
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main_tree.filter_bar = nullptr;
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main_tree.root = nullptr;
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diff_tree.tree = nullptr;
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diff_tree.filter_bar = nullptr;
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diff_tree.root = nullptr;
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active_tree = nullptr;
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}
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void SnapshotNodeView::_choose_object_pressed(int p_object_idx, bool p_confirm_override) {
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List<SnapshotDataObject *> &objects = tree_item_owners[active_tree->get_selected()];
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EditorNode::get_singleton()->push_item((Object *)objects.get(p_object_idx));
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}
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void SnapshotNodeView::_show_choose_object_menu() {
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remove_child(choose_object_menu);
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add_child(choose_object_menu);
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choose_object_menu->clear(false);
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choose_object_menu->add_item(TTR("Snapshot A"), 0);
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choose_object_menu->add_item(TTR("Snapshot B"), 1);
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choose_object_menu->reset_size();
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choose_object_menu->set_position(get_screen_position() + get_local_mouse_position());
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choose_object_menu->popup();
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}
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