limboai/editor/debugger/behavior_tree_view.h

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/**
* behavior_tree_view.h
* =============================================================================
* Copyright 2021-2023 Serhii Snitsaruk
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifdef TOOLS_ENABLED
#ifndef BEHAVIOR_TREE_VIEW_H
#define BEHAVIOR_TREE_VIEW_H
#include "behavior_tree_data.h"
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#ifdef LIMBOAI_MODULE
#include "scene/gui/control.h"
#include "scene/gui/tree.h"
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#include "scene/resources/style_box_flat.h"
#include "scene/resources/texture.h"
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#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/control.hpp>
#include <godot_cpp/classes/font.hpp>
#include <godot_cpp/classes/style_box_flat.hpp>
#include <godot_cpp/classes/tree.hpp>
#endif
class BehaviorTreeView : public Control {
GDCLASS(BehaviorTreeView, Control);
private:
Tree *tree;
struct ThemeCache {
Ref<StyleBoxFlat> sbf_running;
Ref<StyleBoxFlat> sbf_success;
Ref<StyleBoxFlat> sbf_failure;
Ref<Texture2D> icon_running;
Ref<Texture2D> icon_success;
Ref<Texture2D> icon_failure;
Ref<Font> font_custom_name;
} theme_cache;
Vector<int> collapsed_ids;
void _draw_success_status(Object *p_obj, Rect2 p_rect);
void _draw_running_status(Object *p_obj, Rect2 p_rect);
void _draw_failure_status(Object *p_obj, Rect2 p_rect);
void _item_collapsed(Object *p_obj);
protected:
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void _do_update_theme_item_cache();
void _notification(int p_what);
static void _bind_methods();
public:
void update_tree(const BehaviorTreeData &p_data);
void clear();
BehaviorTreeView();
};
#endif // ! BEHAVIOR_TREE_VIEW_H
#endif // ! TOOLS_ENABLED