godot/editor/plugins/game_view_plugin.cpp

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

488 lines
19 KiB
C++
Raw Permalink Normal View History

/**************************************************************************/
/* game_view_plugin.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 "game_view_plugin.h"
#include "core/debugger/debugger_marshalls.h"
#include "editor/editor_main_screen.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/button.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/separator.h"
void GameViewDebugger::_session_started(Ref<EditorDebuggerSession> p_session) {
Array setup_data;
Dictionary settings;
settings["editors/panning/2d_editor_panning_scheme"] = EDITOR_GET("editors/panning/2d_editor_panning_scheme");
settings["editors/panning/simple_panning"] = EDITOR_GET("editors/panning/simple_panning");
settings["editors/panning/warped_mouse_panning"] = EDITOR_GET("editors/panning/warped_mouse_panning");
settings["editors/panning/2d_editor_pan_speed"] = EDITOR_GET("editors/panning/2d_editor_pan_speed");
settings["canvas_item_editor/pan_view"] = DebuggerMarshalls::serialize_key_shortcut(ED_GET_SHORTCUT("canvas_item_editor/pan_view"));
setup_data.append(settings);
p_session->send_message("scene:runtime_node_select_setup", setup_data);
Array type;
type.append(node_type);
p_session->send_message("scene:runtime_node_select_set_type", type);
Array visible;
visible.append(selection_visible);
p_session->send_message("scene:runtime_node_select_set_visible", visible);
Array mode;
mode.append(select_mode);
p_session->send_message("scene:runtime_node_select_set_mode", mode);
emit_signal(SNAME("session_started"));
}
void GameViewDebugger::_session_stopped() {
emit_signal(SNAME("session_stopped"));
}
void GameViewDebugger::set_suspend(bool p_enabled) {
Array message;
message.append(p_enabled);
for (Ref<EditorDebuggerSession> &I : sessions) {
if (I->is_active()) {
I->send_message("scene:suspend_changed", message);
}
}
}
void GameViewDebugger::next_frame() {
for (Ref<EditorDebuggerSession> &I : sessions) {
if (I->is_active()) {
I->send_message("scene:next_frame", Array());
}
}
}
void GameViewDebugger::set_node_type(int p_type) {
node_type = p_type;
Array message;
message.append(p_type);
for (Ref<EditorDebuggerSession> &I : sessions) {
if (I->is_active()) {
I->send_message("scene:runtime_node_select_set_type", message);
}
}
}
void GameViewDebugger::set_selection_visible(bool p_visible) {
selection_visible = p_visible;
Array message;
message.append(p_visible);
for (Ref<EditorDebuggerSession> &I : sessions) {
if (I->is_active()) {
I->send_message("scene:runtime_node_select_set_visible", message);
}
}
}
void GameViewDebugger::set_select_mode(int p_mode) {
select_mode = p_mode;
Array message;
message.append(p_mode);
for (Ref<EditorDebuggerSession> &I : sessions) {
if (I->is_active()) {
I->send_message("scene:runtime_node_select_set_mode", message);
}
}
}
void GameViewDebugger::set_camera_override(bool p_enabled) {
EditorDebuggerNode::get_singleton()->set_camera_override(p_enabled ? camera_override_mode : EditorDebuggerNode::OVERRIDE_NONE);
}
void GameViewDebugger::set_camera_manipulate_mode(EditorDebuggerNode::CameraOverride p_mode) {
camera_override_mode = p_mode;
if (EditorDebuggerNode::get_singleton()->get_camera_override() != EditorDebuggerNode::OVERRIDE_NONE) {
set_camera_override(true);
}
}
void GameViewDebugger::reset_camera_2d_position() {
for (Ref<EditorDebuggerSession> &I : sessions) {
if (I->is_active()) {
I->send_message("scene:runtime_node_select_reset_camera_2d", Array());
}
}
}
void GameViewDebugger::reset_camera_3d_position() {
for (Ref<EditorDebuggerSession> &I : sessions) {
if (I->is_active()) {
I->send_message("scene:runtime_node_select_reset_camera_3d", Array());
}
}
}
void GameViewDebugger::setup_session(int p_session_id) {
Ref<EditorDebuggerSession> session = get_session(p_session_id);
ERR_FAIL_COND(session.is_null());
sessions.append(session);
session->connect("started", callable_mp(this, &GameViewDebugger::_session_started).bind(session));
session->connect("stopped", callable_mp(this, &GameViewDebugger::_session_stopped));
}
void GameViewDebugger::_bind_methods() {
ADD_SIGNAL(MethodInfo("session_started"));
ADD_SIGNAL(MethodInfo("session_stopped"));
}
///////
void GameView::_sessions_changed() {
// The debugger session's `session_started/stopped` signal can be unreliable, so count it manually.
active_sessions = 0;
Array sessions = debugger->get_sessions();
for (int i = 0; i < sessions.size(); i++) {
if (Object::cast_to<EditorDebuggerSession>(sessions[i])->is_active()) {
active_sessions++;
}
}
_update_debugger_buttons();
}
void GameView::_update_debugger_buttons() {
bool empty = active_sessions == 0;
suspend_button->set_disabled(empty);
camera_override_button->set_disabled(empty);
PopupMenu *menu = camera_override_menu->get_popup();
bool disable_camera_reset = empty || !camera_override_button->is_pressed() || !menu->is_item_checked(menu->get_item_index(CAMERA_MODE_INGAME));
menu->set_item_disabled(CAMERA_RESET_2D, disable_camera_reset);
menu->set_item_disabled(CAMERA_RESET_3D, disable_camera_reset);
if (empty) {
suspend_button->set_pressed(false);
camera_override_button->set_pressed(false);
}
next_frame_button->set_disabled(!suspend_button->is_pressed());
}
void GameView::_suspend_button_toggled(bool p_pressed) {
_update_debugger_buttons();
debugger->set_suspend(p_pressed);
}
void GameView::_node_type_pressed(int p_option) {
RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)p_option;
for (int i = 0; i < RuntimeNodeSelect::NODE_TYPE_MAX; i++) {
node_type_button[i]->set_pressed_no_signal(i == type);
}
_update_debugger_buttons();
debugger->set_node_type(type);
}
void GameView::_select_mode_pressed(int p_option) {
RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)p_option;
for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) {
select_mode_button[i]->set_pressed_no_signal(i == mode);
}
debugger->set_select_mode(mode);
}
void GameView::_hide_selection_toggled(bool p_pressed) {
hide_selection->set_button_icon(get_editor_theme_icon(p_pressed ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible")));
debugger->set_selection_visible(!p_pressed);
}
void GameView::_camera_override_button_toggled(bool p_pressed) {
_update_debugger_buttons();
debugger->set_camera_override(p_pressed);
}
void GameView::_camera_override_menu_id_pressed(int p_id) {
PopupMenu *menu = camera_override_menu->get_popup();
if (p_id != CAMERA_RESET_2D && p_id != CAMERA_RESET_3D) {
for (int i = 0; i < menu->get_item_count(); i++) {
menu->set_item_checked(i, false);
}
}
switch (p_id) {
case CAMERA_RESET_2D: {
debugger->reset_camera_2d_position();
} break;
case CAMERA_RESET_3D: {
debugger->reset_camera_3d_position();
} break;
case CAMERA_MODE_INGAME: {
debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_INGAME);
menu->set_item_checked(menu->get_item_index(p_id), true);
_update_debugger_buttons();
} break;
case CAMERA_MODE_EDITORS: {
debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_EDITORS);
menu->set_item_checked(menu->get_item_index(p_id), true);
_update_debugger_buttons();
} break;
}
}
void GameView::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_THEME_CHANGED: {
suspend_button->set_button_icon(get_editor_theme_icon(SNAME("Pause")));
next_frame_button->set_button_icon(get_editor_theme_icon(SNAME("NextFrame")));
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_button_icon(get_editor_theme_icon(SNAME("InputEventJoypadMotion")));
node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_button_icon(get_editor_theme_icon(SNAME("2DNodes")));
#ifndef _3D_DISABLED
node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_button_icon(get_editor_theme_icon(SNAME("Node3D")));
#endif // _3D_DISABLED
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_button_icon(get_editor_theme_icon(SNAME("ToolSelect")));
select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_button_icon(get_editor_theme_icon(SNAME("ListSelect")));
hide_selection->set_button_icon(get_editor_theme_icon(hide_selection->is_pressed() ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible")));
camera_override_button->set_button_icon(get_editor_theme_icon(SNAME("Camera")));
camera_override_menu->set_button_icon(get_editor_theme_icon(SNAME("GuiTabMenuHl")));
} break;
}
}
void GameView::set_state(const Dictionary &p_state) {
if (p_state.has("hide_selection")) {
hide_selection->set_pressed(p_state["hide_selection"]);
_hide_selection_toggled(hide_selection->is_pressed());
}
if (p_state.has("select_mode")) {
_select_mode_pressed(p_state["select_mode"]);
}
if (p_state.has("camera_override_mode")) {
_camera_override_menu_id_pressed(p_state["camera_override_mode"]);
}
}
Dictionary GameView::get_state() const {
Dictionary d;
d["hide_selection"] = hide_selection->is_pressed();
for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) {
if (select_mode_button[i]->is_pressed()) {
d["select_mode"] = i;
break;
}
}
PopupMenu *menu = camera_override_menu->get_popup();
for (int i = CAMERA_MODE_INGAME; i < CAMERA_MODE_EDITORS + 1; i++) {
if (menu->is_item_checked(menu->get_item_index(i))) {
d["camera_override_mode"] = i;
break;
}
}
return d;
}
GameView::GameView(Ref<GameViewDebugger> p_debugger) {
debugger = p_debugger;
// Add some margin to the sides for better aesthetics.
// This prevents the first button's hover/pressed effect from "touching" the panel's border,
// which looks ugly.
MarginContainer *toolbar_margin = memnew(MarginContainer);
toolbar_margin->add_theme_constant_override("margin_left", 4 * EDSCALE);
toolbar_margin->add_theme_constant_override("margin_right", 4 * EDSCALE);
add_child(toolbar_margin);
HBoxContainer *main_menu_hbox = memnew(HBoxContainer);
toolbar_margin->add_child(main_menu_hbox);
suspend_button = memnew(Button);
main_menu_hbox->add_child(suspend_button);
suspend_button->set_toggle_mode(true);
suspend_button->set_theme_type_variation("FlatButton");
suspend_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_suspend_button_toggled));
suspend_button->set_tooltip_text(TTR("Suspend"));
next_frame_button = memnew(Button);
main_menu_hbox->add_child(next_frame_button);
next_frame_button->set_theme_type_variation("FlatButton");
next_frame_button->connect(SceneStringName(pressed), callable_mp(*debugger, &GameViewDebugger::next_frame));
next_frame_button->set_tooltip_text(TTR("Next Frame"));
main_menu_hbox->add_child(memnew(VSeparator));
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE] = memnew(Button);
main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]);
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_text(TTR("Input"));
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_toggle_mode(true);
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_pressed(true);
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_theme_type_variation("FlatButton");
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_NONE));
node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_tooltip_text(TTR("Allow game input."));
node_type_button[RuntimeNodeSelect::NODE_TYPE_2D] = memnew(Button);
main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]);
node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_text(TTR("2D"));
node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_toggle_mode(true);
node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_theme_type_variation("FlatButton");
node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_2D));
node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_tooltip_text(TTR("Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera."));
#ifndef _3D_DISABLED
node_type_button[RuntimeNodeSelect::NODE_TYPE_3D] = memnew(Button);
main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]);
node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_text(TTR("3D"));
node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_toggle_mode(true);
node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_theme_type_variation("FlatButton");
node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_3D));
node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_tooltip_text(TTR("Disable game input and allow to select Node3Ds and manipulate the 3D camera."));
#endif // _3D_DISABLED
main_menu_hbox->add_child(memnew(VSeparator));
hide_selection = memnew(Button);
main_menu_hbox->add_child(hide_selection);
hide_selection->set_toggle_mode(true);
hide_selection->set_theme_type_variation("FlatButton");
hide_selection->connect(SceneStringName(toggled), callable_mp(this, &GameView::_hide_selection_toggled));
hide_selection->set_tooltip_text(TTR("Toggle Selection Visibility"));
main_menu_hbox->add_child(memnew(VSeparator));
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE] = memnew(Button);
main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]);
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_toggle_mode(true);
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_pressed(true);
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_theme_type_variation("FlatButton");
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_SINGLE));
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_select", TTR("Select Mode"), Key::Q));
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut_context(this);
select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Alt+RMB: Show list of all nodes at position clicked."));
select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST] = memnew(Button);
main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]);
select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_toggle_mode(true);
select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_theme_type_variation("FlatButton");
select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_LIST));
select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_tooltip_text(TTR("Show list of selectable nodes at position clicked."));
main_menu_hbox->add_child(memnew(VSeparator));
camera_override_button = memnew(Button);
main_menu_hbox->add_child(camera_override_button);
camera_override_button->set_toggle_mode(true);
camera_override_button->set_theme_type_variation("FlatButton");
camera_override_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_camera_override_button_toggled));
camera_override_button->set_tooltip_text(TTR("Override the in-game camera."));
camera_override_menu = memnew(MenuButton);
main_menu_hbox->add_child(camera_override_menu);
camera_override_menu->set_flat(false);
camera_override_menu->set_theme_type_variation("FlatMenuButton");
camera_override_menu->set_h_size_flags(SIZE_SHRINK_END);
camera_override_menu->set_tooltip_text(TTR("Camera Override Options"));
PopupMenu *menu = camera_override_menu->get_popup();
menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_camera_override_menu_id_pressed));
menu->add_item(TTR("Reset 2D Camera"), CAMERA_RESET_2D);
menu->add_item(TTR("Reset 3D Camera"), CAMERA_RESET_3D);
menu->add_separator();
menu->add_radio_check_item(TTR("Manipulate In-Game"), CAMERA_MODE_INGAME);
menu->set_item_checked(menu->get_item_index(CAMERA_MODE_INGAME), true);
menu->add_radio_check_item(TTR("Manipulate From Editors"), CAMERA_MODE_EDITORS);
_update_debugger_buttons();
panel = memnew(Panel);
add_child(panel);
panel->set_theme_type_variation("GamePanel");
panel->set_v_size_flags(SIZE_EXPAND_FILL);
p_debugger->connect("session_started", callable_mp(this, &GameView::_sessions_changed));
p_debugger->connect("session_stopped", callable_mp(this, &GameView::_sessions_changed));
}
///////
void GameViewPlugin::make_visible(bool p_visible) {
game_view->set_visible(p_visible);
}
void GameViewPlugin::set_state(const Dictionary &p_state) {
game_view->set_state(p_state);
}
Dictionary GameViewPlugin::get_state() const {
return game_view->get_state();
}
void GameViewPlugin::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
add_debugger_plugin(debugger);
} break;
case NOTIFICATION_EXIT_TREE: {
remove_debugger_plugin(debugger);
} break;
}
}
GameViewPlugin::GameViewPlugin() {
debugger.instantiate();
game_view = memnew(GameView(debugger));
game_view->set_v_size_flags(Control::SIZE_EXPAND_FILL);
EditorNode::get_singleton()->get_editor_main_screen()->get_control()->add_child(game_view);
game_view->hide();
}
GameViewPlugin::~GameViewPlugin() {
}