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godot/modules/objectdb_profiler/editor/data_viewers/snapshot_view.cpp
2025-07-09 14:27:48 +02:00

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3.2 KiB
C++

/**************************************************************************/
/* 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<TreeItem *> SnapshotView::_get_children_recursive(Tree *p_tree) {
Vector<TreeItem *> found_items;
List<TreeItem *> 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;
}