limboai/editor/tree_search.h

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/**
* tree_search.h
* =============================================================================
* Copyright 2021-2024 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 TREE_SEARCH_H
#define TREE_SEARCH_H
#ifdef LIMBOAI_MODULE
#include "core/templates/hash_map.h"
#include "scene/gui/check_box.h"
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#include "scene/gui/flow_container.h"
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#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/tree.h"
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#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/check_box.hpp>
#include <godot_cpp/classes/h_flow_container.hpp>
#include <godot_cpp/classes/label.hpp>
#include <godot_cpp/classes/line_edit.hpp>
#include <godot_cpp/classes/tree.hpp>
#include <godot_cpp/templates/hash_map.hpp>
#endif // LIMBOAI_GDEXTENSION
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using namespace godot;
class TreeSearchPanel;
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class TreeSearch : public RefCounted {
GDCLASS(TreeSearch, RefCounted)
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private:
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struct StringSearchIndices {
// initialize to opposite bounds.
int lower = -1;
int upper = -1;
bool hit() {
return 0 <= lower && lower < upper;
}
};
TreeSearchPanel *search_panel;
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// For TaskTree: These are updated when the tree is updated through TaskTree::_create_tree.
Tree *tree_reference;
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// linearized ordering of tree items.
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Vector<TreeItem *> ordered_tree_items;
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// entires that match the search mask.
// TODO: Decide if this can be removed. It can be implicitly inferred from number_matches.
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Vector<TreeItem *> matching_entries;
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// number of descendant matches for each tree item.
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HashMap<TreeItem *, int> number_matches;
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// custom draw-callbacks for each tree item.
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HashMap<TreeItem *, Callable> callable_cache;
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bool was_searched_recently = false; // Performance
bool was_filtered_recently = false; // Performance
void _clean_callable_cache();
// Update_search() calls these
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void _filter_tree(const String &p_search_mask);
void _clear_filter();
void _highlight_tree();
void _highlight_tree_item(TreeItem *p_tree_item);
// Custom draw-Callback (bind inherited Callable).
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void _draw_highlight_item(TreeItem *p_tree_item, const Rect2 p_rect, const Callable p_parent_draw_method);
void _update_matching_entries(const String &p_search_mask);
void _update_ordered_tree_items(TreeItem *p_tree_item);
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void _update_number_matches();
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void _find_matching_entries(TreeItem *p_tree_item, const String &p_search_mask, Vector<TreeItem *> &p_accum) const;
String _get_search_mask() const;
StringSearchIndices _substring_bounds(const String &p_searchable, const String &p_search_mask) const;
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void _select_item(TreeItem *p_item);
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void _select_first_match();
void _select_next_match();
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// TODO: make p_vec ref `const` once Vector::bsearch is const. See: https://github.com/godotengine/godot/pull/90341
template <typename T>
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bool _vector_has_bsearch(Vector<T *> &p_vec, T *element) const;
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protected:
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static void _bind_methods() {}
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public:
enum TreeSearchMode {
HIGHLIGHT = 0,
FILTER = 1
};
void update_search(Tree *p_tree);
void notify_item_edited(TreeItem *p_item);
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TreeSearch() { ERR_FAIL_MSG("TreeSearch needs a TreeSearchPanel to work properly."); }
TreeSearch(TreeSearchPanel *p_search_panel);
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};
// --------------------------------------------
class TreeSearchPanel : public HFlowContainer {
GDCLASS(TreeSearchPanel, HFlowContainer)
private:
Button *toggle_button_filter_highlight;
Button *close_button;
Label *label_filter;
LineEdit *line_edit_search;
CheckBox *check_button_filter_highlight;
void _initialize_controls();
void _add_spacer(float width_multiplier = 1.f);
void _notification(int p_what);
protected:
static void _bind_methods();
public:
TreeSearch::TreeSearchMode get_search_mode() const;
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String get_text() const;
void show_and_focus();
TreeSearchPanel();
};
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#endif // TREE_SEARCH_H
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#endif // ! TOOLS_ENABLED