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/*************************************************************************/
/*  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  */
/* 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 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;
	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