Files
GDevelop/Core/GDCore/IDE/Project/EventsBasedObjectDependencyFinder.h
Florian Rival a51c223c9c Add experimental, work-in-progress visual editor for custom objects (aka "prefabs"/"templates") (#6699)
* Still to do: 
  * Properly handle effects (disable 3D effects) for layers
  * Handle hot reloading properly
  * Avoid duplicating the configuration of the custom object inside each object created from it. Instead, only store the modified values.
  * Add a "Extract as a custom object ("prefab")" when selecting instances in a scene.
  * Add a dialog to give choice between 2D or 3D object when creating one.
  * Make sure "behavior shared data" are properly handled (physics, pathfinding...)
  * Check if we need to give an expression to translate coordinates from the parent to the local custom object.
  * Ensure a deleted custom object does not break the editor

Co-authored-by: Davy Hélard <davy.helard@gmail.com>
2024-07-11 11:27:34 +02:00

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/*
* GDevelop JS Platform
* Copyright 2008-2023 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#pragma once
#include "GDCore/String.h"
namespace gd {
class Project;
class EventsBasedObject;
} // namespace gd
namespace gd {
/**
* \brief Find resource usages in several parts of the project.
*
* \ingroup IDE
*/
class EventsBasedObjectDependencyFinder {
public:
static bool IsDependentFromEventsBasedObject(
const gd::Project &project,
const gd::EventsBasedObject &eventsBasedObject,
const gd::EventsBasedObject &dependency);
private:
static bool IsDependentFromEventsBasedObject(
const gd::Project &project,
const gd::EventsBasedObject &eventsBasedObject,
const gd::EventsBasedObject &dependency, int depth);
};
} // namespace gd