Merge pull request #23270 from silvanocerza/remote_scene_tree_filter
Implemented remote scene tree filtering
This commit is contained in:
commit
21a2cd1a04
3 changed files with 64 additions and 42 deletions
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@ -383,6 +383,67 @@ void ScriptEditorDebugger::_scene_tree_request() {
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ppeer->put_var(msg);
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}
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/// Populates inspect_scene_tree recursively given data in nodes.
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/// Nodes is an array containing 4 elements for each node, it follows this pattern:
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/// nodes[i] == number of direct children of this node
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/// nodes[i + 1] == node name
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/// nodes[i + 2] == node class
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/// nodes[i + 3] == node instance id
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///
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/// Returns the number of items parsed in nodes from current_index.
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///
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/// Given a nodes array like [R,A,B,C,D,E] the following Tree will be generated, assuming
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/// filter is an empty String, R and A child count are 2, B is 1 and C, D and E are 0.
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///
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/// R
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/// |-A
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/// | |-B
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/// | | |-C
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/// | |
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/// | |-D
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/// |
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/// |-E
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///
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int ScriptEditorDebugger::_update_scene_tree(TreeItem *parent, const Array &nodes, int current_index) {
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String filter = EditorNode::get_singleton()->get_scene_tree_dock()->get_filter();
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String item_text = nodes[current_index + 1];
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bool keep = filter.is_subsequence_ofi(item_text);
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TreeItem *item = inspect_scene_tree->create_item(parent);
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item->set_text(0, item_text);
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ObjectID id = ObjectID(nodes[current_index + 3]);
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Ref<Texture> icon = EditorNode::get_singleton()->get_class_icon(nodes[current_index + 2], "");
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if (icon.is_valid()) {
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item->set_icon(0, icon);
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}
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item->set_metadata(0, id);
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int children_count = nodes[current_index];
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// Tracks the total number of items parsed in nodes, this is used to skips nodes that
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// are not direct children of the current node since we can't know in advance the total
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// number of children, direct and not, of a node without traversing the nodes array previously.
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// Keeping track of this allows us to build our remote scene tree by traversing the node
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// array just once.
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int items_count = 1;
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for (int i = 0; i < children_count; i++) {
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// Called for each direct child of item.
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// Direct children of current item might not be adjacent so items_count must
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// be incremented by the number of items parsed until now, otherwise we would not
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// be able to access the next child of the current item.
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// items_count is multiplied by 4 since that's the number of elements in the nodes
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// array needed to represent a single node.
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items_count += _update_scene_tree(item, nodes, current_index + items_count * 4);
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}
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// If item has not children and should not be kept delete it
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if (!keep && !item->get_children() && parent) {
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parent->remove_child(item);
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memdelete(item);
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}
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return items_count;
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}
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void ScriptEditorDebugger::_video_mem_request() {
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ERR_FAIL_COND(connection.is_null());
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@ -455,48 +516,8 @@ void ScriptEditorDebugger::_parse_message(const String &p_msg, const Array &p_da
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updating_scene_tree = true;
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for (int i = 0; i < p_data.size(); i += 4) {
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_update_scene_tree(NULL, p_data, 0);
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TreeItem *p;
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int level = p_data[i];
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if (level == 0) {
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p = NULL;
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} else {
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ERR_CONTINUE(!lv.has(level - 1));
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p = lv[level - 1];
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}
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TreeItem *it = inspect_scene_tree->create_item(p);
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ObjectID id = ObjectID(p_data[i + 3]);
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it->set_text(0, p_data[i + 1]);
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Ref<Texture> icon = EditorNode::get_singleton()->get_class_icon(p_data[i + 2], "");
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if (icon.is_valid())
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it->set_icon(0, icon);
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it->set_metadata(0, id);
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if (id == inspected_object_id) {
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TreeItem *cti = it->get_parent(); //ensure selected is always uncollapsed
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while (cti) {
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cti->set_collapsed(false);
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cti = cti->get_parent();
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}
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it->select(0);
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}
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if (p) {
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if (!unfold_cache.has(id)) {
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it->set_collapsed(true);
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}
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} else {
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if (unfold_cache.has(id)) { //reverse for root
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it->set_collapsed(true);
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}
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}
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lv[level] = it;
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}
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updating_scene_tree = false;
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le_clear->set_disabled(false);
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@ -173,6 +173,7 @@ class ScriptEditorDebugger : public Control {
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void _set_reason_text(const String &p_reason, MessageType p_type);
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void _scene_tree_property_select_object(ObjectID p_object);
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void _scene_tree_property_value_edited(const String &p_prop, const Variant &p_value);
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int _update_scene_tree(TreeItem *parent, const Array &items, int current_index);
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void _video_mem_request();
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@ -1089,7 +1089,7 @@ void SceneTree::get_nodes_in_group(const StringName &p_group, List<Node *> *p_li
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static void _fill_array(Node *p_node, Array &array, int p_level) {
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array.push_back(p_level);
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array.push_back(p_node->get_child_count());
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array.push_back(p_node->get_name());
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array.push_back(p_node->get_class());
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array.push_back(p_node->get_instance_id());
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