godot/scene/debugger/scene_debugger.cpp

/**************************************************************************/
/*  scene_debugger.cpp                                                    */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* 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:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* 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.                 */
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#include "scene_debugger.h"

#include "core/debugger/debugger_marshalls.h"
#include "core/debugger/engine_debugger.h"
#include "core/io/marshalls.h"
#include "core/object/script_language.h"
#include "core/templates/local_vector.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/collision_polygon_2d.h"
#include "scene/2d/physics/collision_shape_2d.h"
#ifndef _3D_DISABLED
#include "scene/3d/label_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics/collision_object_3d.h"
#include "scene/3d/physics/collision_shape_3d.h"
#include "scene/3d/sprite_3d.h"
#include "scene/resources/surface_tool.h"
#endif // _3D_DISABLED
#include "scene/gui/popup_menu.h"
#include "scene/main/canvas_layer.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/resources/packed_scene.h"
#include "scene/theme/theme_db.h"

SceneDebugger::SceneDebugger() {}

SceneDebugger::~SceneDebugger() {}

void SceneDebugger::initialize() {}

void SceneDebugger::deinitialize() {}

#ifdef DEBUG_ENABLED
void SceneDebugger::_handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut) {}

Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured) {}

void SceneDebugger::_save_node(ObjectID id, const String &p_path) {}

void SceneDebugger::_set_node_owner_recursive(Node *p_node, Node *p_owner) {}

void SceneDebugger::_send_object_id(ObjectID p_id, int p_max_size) {}

void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value) {}

void SceneDebugger::_next_frame() {}

void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) {}

void SceneDebugger::remove_from_cache(const String &p_filename, Node *p_node) {}

void SceneDebugger::reload_cached_files(const PackedStringArray &p_files) {}

/// SceneDebuggerObject
SceneDebuggerObject::SceneDebuggerObject(ObjectID p_id) {}

void SceneDebuggerObject::_parse_script_properties(Script *p_script, ScriptInstance *p_instance) {}

void SceneDebuggerObject::serialize(Array &r_arr, int p_max_size) {}

void SceneDebuggerObject::deserialize(const Array &p_arr) {}

/// SceneDebuggerTree
SceneDebuggerTree::SceneDebuggerTree(Node *p_root) {}

void SceneDebuggerTree::serialize(Array &p_arr) {}

void SceneDebuggerTree::deserialize(const Array &p_arr) {}

/// LiveEditor
LiveEditor *LiveEditor::get_singleton() {}

void LiveEditor::_send_tree() {}

void LiveEditor::_node_path_func(const NodePath &p_path, int p_id) {}

void LiveEditor::_res_path_func(const String &p_path, int p_id) {}

void LiveEditor::_node_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {}

void LiveEditor::_node_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {}

void LiveEditor::_node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {}

void LiveEditor::_res_set_func(int p_id, const StringName &p_prop, const Variant &p_value) {}

void LiveEditor::_res_set_res_func(int p_id, const StringName &p_prop, const String &p_value) {}

void LiveEditor::_res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount) {}

void LiveEditor::_root_func(const NodePath &p_scene_path, const String &p_scene_from) {}

void LiveEditor::_create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name) {}

void LiveEditor::_instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name) {}

void LiveEditor::_remove_node_func(const NodePath &p_at) {}

void LiveEditor::_remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id) {}

void LiveEditor::_restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos) {}

void LiveEditor::_duplicate_node_func(const NodePath &p_at, const String &p_new_name) {}

void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos) {}

/// RuntimeNodeSelect
RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() {}

RuntimeNodeSelect::~RuntimeNodeSelect() {}

void RuntimeNodeSelect::_setup(const Dictionary &p_settings) {}

void RuntimeNodeSelect::_node_set_type(NodeType p_type) {}

void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) {}

void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) {}

void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) {}

void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) {}

void RuntimeNodeSelect::_update_input_state() {}

void RuntimeNodeSelect::_process_frame() {}

void RuntimeNodeSelect::_physics_frame() {}

void RuntimeNodeSelect::_click_point() {}

void RuntimeNodeSelect::_select_node(Node *p_node) {}

void RuntimeNodeSelect::_queue_selection_update() {}

void RuntimeNodeSelect::_update_selection() {}

void RuntimeNodeSelect::_clear_selection() {}

void RuntimeNodeSelect::_set_selection_visible(bool p_visible) {}

// Copied and trimmed from the CanvasItemEditor implementation.
void RuntimeNodeSelect::_find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) {}

void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) {}

// A very shallow copy of the same function inside CanvasItemEditor.
void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) {}

void RuntimeNodeSelect::_reset_camera_2d() {}

void RuntimeNodeSelect::_update_view_2d() {}

#ifndef _3D_DISABLED
void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) {}

bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) {}

void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) {}

void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) {}

void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) {}

void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) {}

void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) {}

Transform3D RuntimeNodeSelect::_get_cursor_transform() {}

void RuntimeNodeSelect::_reset_camera_3d() {}
#endif // _3D_DISABLED
#endif