pandemonium_engine/editor/editor_folding.h

68 lines
3.2 KiB
C++

#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/containers/pool_vector.h"
#include "core/resource.h"
#include "core/containers/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