virtualx-engine/editor/debugger/editor_debugger_inspector.h
PouleyKetchoupp 01802074a0 Fix dialog spam when inspecting MeshInstance from model file
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.
2020-05-22 21:50:16 +02:00

97 lines
3.8 KiB
C++

/*************************************************************************/
/* editor_debugger_inspector.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 */
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/*************************************************************************/
#ifndef EDITOR_DEBUGGER_INSPECTOR_H
#define EDITOR_DEBUGGER_INSPECTOR_H
#include "editor/editor_inspector.h"
class EditorDebuggerRemoteObject : public Object {
GDCLASS(EditorDebuggerRemoteObject, Object);
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
public:
bool editable = false;
ObjectID remote_object_id;
String type_name;
List<PropertyInfo> prop_list;
Map<StringName, Variant> prop_values;
ObjectID get_remote_object_id() { return remote_object_id; };
String get_title();
Variant get_variant(const StringName &p_name);
void clear() {
prop_list.clear();
prop_values.clear();
}
void update() { _change_notify(); }
EditorDebuggerRemoteObject() {}
};
class EditorDebuggerInspector : public EditorInspector {
GDCLASS(EditorDebuggerInspector, EditorInspector);
private:
ObjectID inspected_object_id;
Map<ObjectID, EditorDebuggerRemoteObject *> remote_objects;
Set<RES> remote_dependencies;
EditorDebuggerRemoteObject *variables;
void _object_selected(ObjectID p_object);
void _object_edited(ObjectID p_id, const String &p_prop, const Variant &p_value);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
EditorDebuggerInspector();
~EditorDebuggerInspector();
// Remote Object cache
ObjectID add_object(const Array &p_arr);
Object *get_object(ObjectID p_id);
void clear_cache();
// Stack Dump variables
String get_stack_variable(const String &p_var);
void add_stack_variable(const Array &p_arr);
void clear_stack_variables();
};
#endif // EDITOR_DEBUGGER_INSPECTOR_H