#ifndef EDITOR_FOLDING_H #define EDITOR_FOLDING_H /*************************************************************************/ /* editor_folding.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "scene/main/node.h" #include "core/pool_vector.h" #include "core/resource.h" #include "core/set.h" #include "core/ustring.h" class Array; class Node; class Object; class EditorFolding { PoolVector<String> _get_unfolds(const Object *p_object); void _set_unfolds(Object *p_object, const PoolVector<String> &p_unfolds); void _fill_folds(const Node *p_root, const Node *p_node, Array &p_folds, Array &resource_folds, Array &nodes_folded, Set<RES> &resources); void _do_object_unfolds(Object *p_object, Set<RES> &resources); void _do_node_unfolds(Node *p_root, Node *p_node, Set<RES> &resources); public: void save_resource_folding(const RES &p_resource, const String &p_path); void load_resource_folding(RES p_resource, const String &p_path); void save_scene_folding(const Node *p_scene, const String &p_path); void load_scene_folding(Node *p_scene, const String &p_path); void unfold_scene(Node *p_scene); bool has_folding_data(const String &p_path); EditorFolding(); }; #endif // EDITOR_FOLDING_H