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+/*************************************************************************/
+/* scene_debugger.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 */
+/* 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. */
+/*************************************************************************/
+
+#ifndef SCENE_DEBUGGER_H
+#define SCENE_DEBUGGER_H
+
+#include "core/array.h"
+#include "core/object.h"
+#include "core/pair.h"
+#include "core/script_language.h"
+#include "core/ustring.h"
+
+class SceneDebugger {
+
+public:
+ static void initialize();
+ static void deinitialize();
+
+#ifdef DEBUG_ENABLED
+private:
+ static void _save_node(ObjectID id, const String &p_path);
+ static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
+ static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20);
+
+public:
+ static Error parse_message(const String &p_msg, const Array &p_args);
+ static void add_to_cache(const String &p_filename, Node *p_node);
+ static void remove_from_cache(const String &p_filename, Node *p_node);
+#endif
+};
+
+#ifdef DEBUG_ENABLED
+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() {}
+
+ void serialize(Array &r_arr, int p_max_size = 1 << 20);
+ void deserialize(const Array &p_arr);
+};
+
+class SceneDebuggerTree {
+
+public:
+ struct RemoteNode {
+ int child_count;
+ String name;
+ String type_name;
+ ObjectID id;
+
+ RemoteNode(int p_child, const String &p_name, const String &p_type, ObjectID p_id) {
+ child_count = p_child;
+ name = p_name;
+ type_name = p_type;
+ id = p_id;
+ }
+
+ RemoteNode() {}
+ };
+
+ List<RemoteNode> nodes;
+
+ void serialize(Array &r_arr);
+ void deserialize(const Array &p_arr);
+ SceneDebuggerTree(Node *p_root);
+ SceneDebuggerTree(){};
+};
+
+class LiveEditor {
+
+private:
+ friend class SceneDebugger;
+ Map<int, NodePath> live_edit_node_path_cache;
+ Map<int, String> live_edit_resource_cache;
+
+ NodePath live_edit_root;
+ String live_edit_scene;
+
+ Map<String, Set<Node *> > live_scene_edit_cache;
+ Map<Node *, Map<ObjectID, Node *> > live_edit_remove_list;
+
+ void _send_tree();
+
+ void _node_path_func(const NodePath &p_path, int p_id);
+ void _res_path_func(const String &p_path, int p_id);
+
+ void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
+ void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
+ void _node_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
+ void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
+ void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
+ void _res_call_func(int p_id, const StringName &p_method, VARIANT_ARG_DECLARE);
+ void _root_func(const NodePath &p_scene_path, const String &p_scene_from);
+
+ void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name);
+ void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name);
+ void _remove_node_func(const NodePath &p_at);
+ void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id);
+ void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos);
+ void _duplicate_node_func(const NodePath &p_at, const String &p_new_name);
+ void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
+
+ LiveEditor() {
+ singleton = this;
+ live_edit_root = NodePath("/root");
+ };
+
+ static LiveEditor *singleton;
+
+public:
+ static LiveEditor *get_singleton();
+};
+#endif
+
+#endif