mirror of
https://github.com/godotengine/godot
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c1dcdf6109
-Node folding is now saved externally together with the properties -External resources remember their ID when scenes are saved.
60 lines
3.1 KiB
C++
60 lines
3.1 KiB
C++
/*************************************************************************/
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/* editor_folding.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_FOLDING_H
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#define EDITOR_FOLDING_H
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#include "scene/main/node.h"
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class EditorFolding {
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PoolVector<String> _get_unfolds(const Object *p_object);
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void _set_unfolds(Object *p_object, const PoolVector<String> &p_unfolds);
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void _fill_folds(const Node *p_root, const Node *p_node, Array &p_folds, Array &resource_folds, Array &nodes_folded, Set<RES> &resources);
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void _do_object_unfolds(Object *p_object, Set<RES> &resources);
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void _do_node_unfolds(Node *p_root, Node *p_node, Set<RES> &resources);
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public:
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void save_resource_folding(const RES &p_resource, const String &p_path);
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void load_resource_folding(RES p_resource, const String &p_path);
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void save_scene_folding(const Node *p_scene, const String &p_path);
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void load_scene_folding(Node *p_scene, const String &p_path);
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void unfold_scene(Node *p_scene);
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bool has_folding_data(const String &p_path);
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EditorFolding();
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};
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#endif // EDITOR_FOLDING_H
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