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Add "Game" editor for better runtime debugging

This commit is contained in:
Michael Alexsander
2024-09-18 18:07:18 -03:00
parent 8004c7524f
commit 16524a8a01
45 changed files with 2378 additions and 274 deletions

View File

@@ -30,6 +30,7 @@
#include "editor_debugger_tree.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/gui/editor_file_dialog.h"
@@ -148,7 +149,8 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
updating_scene_tree = true;
const String last_path = get_selected_path();
const String filter = SceneTreeDock::get_singleton()->get_filter();
bool filter_changed = filter != last_filter;
bool should_scroll = scrolling_to_item || filter != last_filter;
scrolling_to_item = false;
TreeItem *scroll_item = nullptr;
// Nodes are in a flatten list, depth first. Use a stack of parents, avoid recursion.
@@ -185,8 +187,18 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
// Select previously selected node.
if (debugger_id == p_debugger) { // Can use remote id.
if (node.id == inspected_object_id) {
if (selection_uncollapse_all) {
selection_uncollapse_all = false;
// Temporarily set to `false`, to allow caching the unfolds.
updating_scene_tree = false;
item->uncollapse_tree();
updating_scene_tree = true;
}
item->select(0);
if (filter_changed) {
if (should_scroll) {
scroll_item = item;
}
}
@@ -194,7 +206,7 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
if (last_path == _get_path(item)) {
updating_scene_tree = false; // Force emission of new selection.
item->select(0);
if (filter_changed) {
if (should_scroll) {
scroll_item = item;
}
updating_scene_tree = true;
@@ -258,14 +270,30 @@ void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int
}
}
}
debugger_id = p_debugger; // Needed by hook, could be avoided if every debugger had its own tree
debugger_id = p_debugger; // Needed by hook, could be avoided if every debugger had its own tree.
if (scroll_item) {
callable_mp((Tree *)this, &Tree::scroll_to_item).call_deferred(scroll_item, false);
scroll_to_item(scroll_item, false);
}
last_filter = filter;
updating_scene_tree = false;
}
void EditorDebuggerTree::select_node(ObjectID p_id) {
// Manually select, as the tree control may be out-of-date for some reason (e.g. not shown yet).
selection_uncollapse_all = true;
inspected_object_id = uint64_t(p_id);
scrolling_to_item = true;
emit_signal(SNAME("object_selected"), inspected_object_id, debugger_id);
if (!updating_scene_tree) {
// Request a tree refresh.
EditorDebuggerNode::get_singleton()->request_remote_tree();
}
// Set the value immediately, so no update flooding happens and causes a crash.
updating_scene_tree = true;
}
Variant EditorDebuggerTree::get_drag_data(const Point2 &p_point) {
if (get_button_id_at_position(p_point) != -1) {
return Variant();