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01802074a0
Avoid load_scene for built-in resources to make sure we don't open a scene tab and prompt for model file editing. Load scene as regular resource instead and store the reference to keep the dependency until the remote inspector cache is cleared.
98 lines
3.8 KiB
C++
98 lines
3.8 KiB
C++
/*************************************************************************/
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/* editor_debugger_inspector.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_DEBUGGER_INSPECTOR_H
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#define EDITOR_DEBUGGER_INSPECTOR_H
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#include "editor/editor_inspector.h"
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class EditorDebuggerRemoteObject : public Object {
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GDCLASS(EditorDebuggerRemoteObject, Object);
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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bool editable = false;
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ObjectID remote_object_id;
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String type_name;
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List<PropertyInfo> prop_list;
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Map<StringName, Variant> prop_values;
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ObjectID get_remote_object_id() { return remote_object_id; };
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String get_title();
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Variant get_variant(const StringName &p_name);
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void clear() {
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prop_list.clear();
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prop_values.clear();
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}
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void update() { _change_notify(); }
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EditorDebuggerRemoteObject() {}
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};
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class EditorDebuggerInspector : public EditorInspector {
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GDCLASS(EditorDebuggerInspector, EditorInspector);
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private:
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ObjectID inspected_object_id;
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Map<ObjectID, EditorDebuggerRemoteObject *> remote_objects;
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Set<RES> remote_dependencies;
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EditorDebuggerRemoteObject *variables;
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void _object_selected(ObjectID p_object);
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void _object_edited(ObjectID p_id, const String &p_prop, const Variant &p_value);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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EditorDebuggerInspector();
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~EditorDebuggerInspector();
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// Remote Object cache
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ObjectID add_object(const Array &p_arr);
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Object *get_object(ObjectID p_id);
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void clear_cache();
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// Stack Dump variables
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String get_stack_variable(const String &p_var);
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void add_stack_variable(const Array &p_arr);
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void clear_stack_variables();
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};
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#endif // EDITOR_DEBUGGER_INSPECTOR_H
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