/**************************************************************************/ /* editor_folding.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "editor_folding.h" #include "core/io/config_file.h" #include "core/io/file_access.h" #include "editor/editor_inspector.h" #include "editor/editor_paths.h" Vector<String> EditorFolding::_get_unfolds(const Object *p_object) { … } void EditorFolding::save_resource_folding(const Ref<Resource> &p_resource, const String &p_path) { … } void EditorFolding::_set_unfolds(Object *p_object, const Vector<String> &p_unfolds) { … } void EditorFolding::load_resource_folding(Ref<Resource> p_resource, const String &p_path) { … } void EditorFolding::_fill_folds(const Node *p_root, const Node *p_node, Array &p_folds, Array &resource_folds, Array &nodes_folded, HashSet<Ref<Resource>> &resources) { … } void EditorFolding::save_scene_folding(const Node *p_scene, const String &p_path) { … } void EditorFolding::load_scene_folding(Node *p_scene, const String &p_path) { … } bool EditorFolding::has_folding_data(const String &p_path) { … } void EditorFolding::_do_object_unfolds(Object *p_object, HashSet<Ref<Resource>> &resources) { … } void EditorFolding::_do_node_unfolds(Node *p_root, Node *p_node, HashSet<Ref<Resource>> &resources) { … } void EditorFolding::unfold_scene(Node *p_scene) { … } EditorFolding::EditorFolding() { … }