feat: updated engine version to 4.4-rc1
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parent
ee00efde1f
commit
21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions
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@ -40,20 +40,34 @@ class EditorDebuggerTree : public Tree {
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GDCLASS(EditorDebuggerTree, Tree);
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private:
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struct ParentItem {
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TreeItem *tree_item;
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int child_count;
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bool matches_filter;
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ParentItem(TreeItem *p_tree_item = nullptr, int p_child_count = 0, bool p_matches_filter = false) {
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tree_item = p_tree_item;
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child_count = p_child_count;
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matches_filter = p_matches_filter;
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}
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};
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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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ITEM_MENU_EXPAND_COLLAPSE,
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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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bool scrolling_to_item = false;
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bool selection_uncollapse_all = 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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@ -77,6 +91,7 @@ public:
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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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void select_node(ObjectID p_id);
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EditorDebuggerTree();
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};
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