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Add toggle to hide filtered out parents in the "SceneTree" dock
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0f95e9f8e6
commit
38ff1500c7
8 changed files with 230 additions and 87 deletions
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@ -32,6 +32,7 @@
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#include "editor/debugger/editor_debugger_node.h"
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
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#include "editor/gui/editor_file_dialog.h"
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#include "editor/scene_tree_dock.h"
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@ -146,24 +147,50 @@ void EditorDebuggerTree::_scene_tree_rmb_selected(const Vector2 &p_position, Mou
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/// |-E
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///
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void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int p_debugger) {
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set_hide_root(false);
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updating_scene_tree = true;
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const String last_path = get_selected_path();
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const String filter = SceneTreeDock::get_singleton()->get_filter();
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TreeItem *select_item = nullptr;
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bool hide_filtered_out_parents = EDITOR_GET("docks/scene_tree/hide_filtered_out_parents");
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bool should_scroll = scrolling_to_item || filter != last_filter;
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scrolling_to_item = false;
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TreeItem *scroll_item = nullptr;
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// Nodes are in a flatten list, depth first. Use a stack of parents, avoid recursion.
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List<Pair<TreeItem *, int>> parents;
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List<ParentItem> parents;
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for (const SceneDebuggerTree::RemoteNode &node : p_tree->nodes) {
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TreeItem *parent = nullptr;
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Pair<TreeItem *, TreeItem *> move_from_to;
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if (parents.size()) { // Find last parent.
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Pair<TreeItem *, int> &p = parents.front()->get();
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parent = p.first;
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if (!(--p.second)) { // If no child left, remove it.
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ParentItem &p = parents.front()->get();
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parent = p.tree_item;
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if (!(--p.child_count)) { // If no child left, remove it.
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parents.pop_front();
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if (hide_filtered_out_parents && !filter.is_subsequence_ofn(parent->get_text(0))) {
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if (parent == get_root()) {
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set_hide_root(true);
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} else {
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move_from_to.first = parent;
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// Find the closest ancestor that matches the filter.
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for (const ParentItem p2 : parents) {
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move_from_to.second = p2.tree_item;
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if (p2.matches_filter || move_from_to.second == get_root()) {
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break;
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}
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}
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if (!move_from_to.second) {
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move_from_to.second = get_root();
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}
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}
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}
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}
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}
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// Add this node.
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TreeItem *item = create_item(parent);
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item->set_text(0, node.name);
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@ -178,12 +205,17 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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}
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item->set_metadata(0, node.id);
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// Set current item as collapsed if necessary (root is never collapsed).
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String current_path;
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if (parent) {
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current_path += (String)parent->get_meta("node_path");
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// Set current item as collapsed if necessary (root is never collapsed).
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if (!unfold_cache.has(node.id)) {
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item->set_collapsed(true);
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}
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}
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item->set_meta("node_path", current_path + "/" + item->get_text(0));
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// Select previously selected node.
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if (debugger_id == p_debugger) { // Can use remote id.
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if (node.id == inspected_object_id) {
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@ -196,21 +228,18 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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updating_scene_tree = true;
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}
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item->select(0);
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select_item = item;
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if (should_scroll) {
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scroll_item = item;
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}
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}
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} else { // Must use path
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if (last_path == _get_path(item)) {
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updating_scene_tree = false; // Force emission of new selection.
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item->select(0);
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if (should_scroll) {
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scroll_item = item;
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}
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updating_scene_tree = true;
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} else if (last_path == (String)item->get_meta("node_path")) { // Must use path.
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updating_scene_tree = false; // Force emission of new selection.
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select_item = item;
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if (should_scroll) {
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scroll_item = item;
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}
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updating_scene_tree = true;
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}
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// Add buttons.
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@ -242,7 +271,7 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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// Add in front of the parents stack if children are expected.
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if (node.child_count) {
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parents.push_front(Pair<TreeItem *, int>(item, node.child_count));
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parents.push_front(ParentItem(item, node.child_count, filter.is_subsequence_ofn(item->get_text(0))));
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} else {
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// Apply filters.
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while (parent) {
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@ -250,31 +279,60 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
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if (filter.is_subsequence_ofn(item->get_text(0))) {
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break; // Filter matches, must survive.
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}
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parent->remove_child(item);
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memdelete(item);
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if (scroll_item == item) {
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if (select_item == item || scroll_item == item) {
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select_item = nullptr;
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scroll_item = nullptr;
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}
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if (had_siblings) {
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break; // Parent must survive.
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}
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item = parent;
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parent = item->get_parent();
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// Check if parent expects more children.
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for (const Pair<TreeItem *, int> &pair : parents) {
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if (pair.first == item) {
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for (ParentItem &pair : parents) {
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if (pair.tree_item == item) {
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parent = nullptr;
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break; // Might have more children.
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}
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}
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}
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}
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// Move all children to the ancestor that matches the filter, if picked.
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if (move_from_to.first) {
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TreeItem *from = move_from_to.first;
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TypedArray<TreeItem> children = from->get_children();
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if (!children.is_empty()) {
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for (Variant &c : children) {
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TreeItem *ti = Object::cast_to<TreeItem>(c);
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from->remove_child(ti);
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move_from_to.second->add_child(ti);
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}
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from->get_parent()->remove_child(from);
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memdelete(from);
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if (select_item == from || scroll_item == from) {
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select_item = nullptr;
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scroll_item = nullptr;
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}
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}
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}
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}
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debugger_id = p_debugger; // Needed by hook, could be avoided if every debugger had its own tree.
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if (select_item) {
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select_item->select(0);
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}
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if (scroll_item) {
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scroll_to_item(scroll_item, false);
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}
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last_filter = filter;
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updating_scene_tree = false;
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}
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@ -338,22 +396,7 @@ String EditorDebuggerTree::get_selected_path() {
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if (!get_selected()) {
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return "";
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}
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return _get_path(get_selected());
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}
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String EditorDebuggerTree::_get_path(TreeItem *p_item) {
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ERR_FAIL_NULL_V(p_item, "");
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if (p_item->get_parent() == nullptr) {
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return "/root";
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}
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String text = p_item->get_text(0);
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TreeItem *cur = p_item->get_parent();
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while (cur) {
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text = cur->get_text(0) + "/" + text;
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cur = cur->get_parent();
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}
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return "/" + text;
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return get_selected()->get_meta("node_path");
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}
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void EditorDebuggerTree::_item_menu_id_pressed(int p_option) {
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