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146635126a
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4f7996b1ea
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@ -19,7 +19,6 @@
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#ifdef LIMBOAI_MODULE
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#ifdef LIMBOAI_MODULE
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#include "core/math/math_funcs.h"
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#include "core/math/math_funcs.h"
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#include "core/templates/hash_set.h"
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#include "editor/editor_interface.h"
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#include "editor/editor_interface.h"
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#include "editor/themes/editor_scale.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/gui/separator.h"
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#include "scene/gui/separator.h"
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@ -35,7 +34,6 @@
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#include <godot_cpp/classes/style_box_flat.hpp>
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#include <godot_cpp/classes/style_box_flat.hpp>
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#include <godot_cpp/classes/viewport.hpp>
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#include <godot_cpp/classes/viewport.hpp>
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/templates/hash_set.hpp>
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#endif // LIMBOAI_GDEXTENSION
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#endif // LIMBOAI_GDEXTENSION
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@ -57,56 +55,52 @@ void TreeSearch::_clean_callable_cache() {
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callable_cache = new_callable_cache;
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callable_cache = new_callable_cache;
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}
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}
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// Makes all tree items invisible that don't match the following criteria:
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// 1. is a matching tree_item
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// 2. is a parent of a matching tree_item
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// 3. is any descendant of a matching tree_item
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void TreeSearch::_filter_tree(const String &p_search_mask) {
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void TreeSearch::_filter_tree(const String &p_search_mask) {
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if (number_matches.size() == 0){
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if (matching_entries.is_empty()) {
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return;
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return;
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}
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}
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HashSet<TreeItem *> visible_as_parent;
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HashSet<TreeItem *> visible_as_descendant;
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// Mark matching items and all their ancestors (1, 2)
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Vector<bool> item_visibilities;
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for (int i = 0; i < matching_entries.size(); i++) {
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item_visibilities.resize(ordered_tree_items.size());
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TreeItem *cur_match = matching_entries[i];
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item_visibilities.fill(false);
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TreeItem *current = cur_match;
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while (current != nullptr && !visible_as_parent.has(current)) {
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visible_as_parent.insert(current);
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current = current->get_parent();
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}
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}
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// Mark matching items and all their descendants (1, 3)
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// Make all entries visible that have any matching descendents. O(n)
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for (int i = 0; i < matching_entries.size(); i++) {
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TreeItem *cur_match = matching_entries[i];
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if (visible_as_descendant.has(cur_match)) {
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continue;
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}
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// Descendents
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Vector<TreeItem *> descendent_list = { cur_match };
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for (int j = 0; j < descendent_list.size(); j++) {
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TreeItem *descendent = descendent_list[j];
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if (visible_as_descendant.has(descendent)) {
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continue; // Skip subtree if already processed
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}
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visible_as_descendant.insert(descendent);
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// Collect X-level descendents (bit clunky because godot doesn't return get_children as pointers)
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for (int k = 0; k < descendent->get_child_count(); k++) {
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TreeItem *child = descendent->get_child(k);
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descendent_list.push_back(child);
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}
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}
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}
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// Set visibility based on whether items are in either visibility set
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for (int i = 0; i < ordered_tree_items.size(); i++) {
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for (int i = 0; i < ordered_tree_items.size(); i++) {
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TreeItem *item = ordered_tree_items[i];
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TreeItem *entry = ordered_tree_items[i];
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bool is_visible = visible_as_parent.has(item) || visible_as_descendant.has(item);
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if (number_matches.has(entry) && number_matches[entry] > 0) {
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item->set_visible(is_visible);
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item_visibilities.set(i, true);
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}
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}
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// Make all descendents of matching entries visible. O(n) * log(|matching_entries|)
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for (int i = 0; i < ordered_tree_items.size(); i++) {
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TreeItem *entry = ordered_tree_items[i];
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if (_vector_has_bsearch(matching_entries, entry)) {
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// the [next_entry] at the same depth or depth above.
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TreeItem *next_entry = entry->get_next();
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// search above current depth if no [next_entry].
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while (!next_entry && entry) {
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entry = entry->get_parent();
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}
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if (entry) {
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next_entry = entry->get_next();
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}
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// mark visible all successors upto next entry at the same depth or above
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int j = i;
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for (; j < ordered_tree_items.size() && ordered_tree_items[j] != next_entry; j++) {
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item_visibilities.set(j, true);
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}
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i = j - 1; // every entry is only processed once.
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}
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}
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// Apply visibility. O(n)
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for (int i = 0; i < ordered_tree_items.size(); i++) {
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if (!item_visibilities[i]) {
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ordered_tree_items[i]->set_visible(false);
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}
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}
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}
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}
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}
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@ -176,7 +170,6 @@ void TreeSearch::_draw_highlight_item(TreeItem *p_tree_item, const Rect2 p_rect,
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if (!p_tree_item) {
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if (!p_tree_item) {
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return;
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return;
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}
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}
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// call any parent draw methods such as for probability FIRST.
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// call any parent draw methods such as for probability FIRST.
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p_parent_draw_method.call(p_tree_item, p_rect);
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p_parent_draw_method.call(p_tree_item, p_rect);
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