/**************************************************************************/ /* snapshot_view.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 "snapshot_view.h" #include "scene/gui/tree.h" void SnapshotView::clear_snapshot() { snapshot_data = nullptr; diff_data = nullptr; for (int i = 0; i < get_child_count(); i++) { get_child(i)->queue_free(); } } void SnapshotView::show_snapshot(GameStateSnapshot *p_data, GameStateSnapshot *p_diff_data) { clear_snapshot(); snapshot_data = p_data; diff_data = p_diff_data; } bool SnapshotView::is_showing_snapshot(GameStateSnapshot *p_data, GameStateSnapshot *p_diff_data) { return p_data == snapshot_data && p_diff_data == diff_data; } Vector SnapshotView::_get_children_recursive(Tree *p_tree) { Vector found_items; List items_to_check; if (p_tree && p_tree->get_root()) { items_to_check.push_back(p_tree->get_root()); } while (items_to_check.size() > 0) { TreeItem *to_check = items_to_check.front()->get(); items_to_check.pop_front(); found_items.push_back(to_check); for (int i = 0; i < to_check->get_child_count(); i++) { items_to_check.push_back(to_check->get_child(i)); } } return found_items; }