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godot/scene/debugger/scene_debugger_object.h

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C++

/**************************************************************************/
/* scene_debugger_object.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#ifdef DEBUG_ENABLED
#include "scene/main/node.h"
class SceneDebuggerObject {
private:
void _parse_script_properties(Script *p_script, ScriptInstance *p_instance);
public:
typedef Pair<PropertyInfo, Variant> SceneDebuggerProperty;
ObjectID id;
String class_name;
List<SceneDebuggerProperty> properties;
SceneDebuggerObject(ObjectID p_id);
SceneDebuggerObject(Object *p_obj);
SceneDebuggerObject() {}
void serialize(Array &r_arr, int p_max_size = 1 << 20);
void deserialize(const Array &p_arr);
void deserialize(uint64_t p_id, const String &p_class_name, const Array &p_props);
};
class SceneDebuggerTree {
public:
struct RemoteNode {
int child_count = 0;
String name;
String type_name;
ObjectID id;
String scene_file_path;
uint8_t view_flags = 0;
enum ViewFlags {
VIEW_HAS_VISIBLE_METHOD = 1 << 1,
VIEW_VISIBLE = 1 << 2,
VIEW_VISIBLE_IN_TREE = 1 << 3,
};
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) {
child_count = p_child;
name = p_name;
type_name = p_type;
id = p_id;
scene_file_path = p_scene_file_path;
view_flags = p_view_flags;
}
RemoteNode() {}
};
List<RemoteNode> nodes;
void serialize(Array &r_arr);
void deserialize(const Array &p_arr);
SceneDebuggerTree(Node *p_root);
SceneDebuggerTree() {}
};
#endif // DEBUG_ENABLED