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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