/**************************************************************************/ /* scene_debugger.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef SCENE_DEBUGGER_H #define SCENE_DEBUGGER_H #include "core/input/shortcut.h" #include "core/object/ref_counted.h" #include "core/string/ustring.h" #include "core/templates/pair.h" #include "core/variant/array.h" #include "scene/gui/view_panner.h" #include "scene/resources/mesh.h" class PopupMenu; class Script; class Node; class SceneDebugger { private: inline static SceneDebugger *singleton = nullptr; SceneDebugger(); public: static void initialize(); static void deinitialize(); ~SceneDebugger(); #ifdef DEBUG_ENABLED private: static void _handle_input(const Ref &p_event, const Ref &p_shortcut); static void _save_node(ObjectID id, const String &p_path); static void _set_node_owner_recursive(Node *p_node, Node *p_owner); static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value); static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20); static void _next_frame(); public: static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured); static void add_to_cache(const String &p_filename, Node *p_node); static void remove_from_cache(const String &p_filename, Node *p_node); static void reload_cached_files(const PackedStringArray &p_files); #endif }; #ifdef DEBUG_ENABLED class SceneDebuggerObject { private: void _parse_script_properties(Script *p_script, ScriptInstance *p_instance); public: typedef Pair SceneDebuggerProperty; ObjectID id; String class_name; List properties; SceneDebuggerObject(ObjectID p_id); SceneDebuggerObject() {} void serialize(Array &r_arr, int p_max_size = 1 << 20); void deserialize(const Array &p_arr); }; class SceneDebuggerTree { public: struct RemoteNode { int child_count = 0; String name; String type_name; ObjectID id; String scene_file_path; uint8_t view_flags = 0; enum ViewFlags { VIEW_HAS_VISIBLE_METHOD = 1 << 1, VIEW_VISIBLE = 1 << 2, VIEW_VISIBLE_IN_TREE = 1 << 3, }; RemoteNode(int p_child, const String &p_name, const String &p_type, ObjectID p_id, const String p_scene_file_path, int p_view_flags) { child_count = p_child; name = p_name; type_name = p_type; id = p_id; scene_file_path = p_scene_file_path; view_flags = p_view_flags; } RemoteNode() {} }; List nodes; void serialize(Array &r_arr); void deserialize(const Array &p_arr); SceneDebuggerTree(Node *p_root); SceneDebuggerTree() {} }; class LiveEditor { private: friend class SceneDebugger; HashMap live_edit_node_path_cache; HashMap live_edit_resource_cache; NodePath live_edit_root; String live_edit_scene; HashMap> live_scene_edit_cache; HashMap> live_edit_remove_list; void _send_tree(); void _node_path_func(const NodePath &p_path, int p_id); void _res_path_func(const String &p_path, int p_id); void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value); void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value); void _node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount); void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value); void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value); void _res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount); void _root_func(const NodePath &p_scene_path, const String &p_scene_from); void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name); void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name); void _remove_node_func(const NodePath &p_at); void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id); void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos); void _duplicate_node_func(const NodePath &p_at, const String &p_new_name); void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos); LiveEditor() { singleton = this; live_edit_root = NodePath("/root"); } inline static LiveEditor *singleton = nullptr; public: static LiveEditor *get_singleton(); }; class RuntimeNodeSelect : public Object { GDCLASS(RuntimeNodeSelect, Object); public: enum NodeType { NODE_TYPE_NONE, NODE_TYPE_2D, NODE_TYPE_3D, NODE_TYPE_MAX }; enum SelectMode { SELECT_MODE_SINGLE, SELECT_MODE_LIST, SELECT_MODE_MAX }; private: friend class SceneDebugger; struct SelectResult { Node *item = nullptr; real_t order = 0; _FORCE_INLINE_ bool operator<(const SelectResult &p_rr) const { return p_rr.order < order; } }; bool has_selection = false; Node *selected_node = nullptr; PopupMenu *selection_list = nullptr; bool selection_visible = true; bool selection_update_queued = false; bool warped_panning = false; bool camera_override = false; // Values taken from EditorZoomWidget. const float VIEW_2D_MIN_ZOOM = 1.0 / 128; const float VIEW_2D_MAX_ZOOM = 128; Ref panner; Vector2 view_2d_offset; real_t view_2d_zoom = 1.0; RID sbox_2d_canvas; RID sbox_2d_ci; Transform2D sbox_2d_xform; Rect2 sbox_2d_rect; #ifndef _3D_DISABLED struct Cursor { Vector3 pos; real_t x_rot, y_rot, distance, fov_scale; Vector3 eye_pos; // Used in freelook mode. Cursor() { // These rotations place the camera in +X +Y +Z, aka south east, facing north west. x_rot = 0.5; y_rot = -0.5; distance = 4; fov_scale = 1.0; } }; Cursor cursor; // Values taken from Node3DEditor. const float VIEW_3D_MIN_ZOOM = 0.01; #ifdef REAL_T_IS_DOUBLE const double VIEW_3D_MAX_ZOOM = 1'000'000'000'000; #else const float VIEW_3D_MAX_ZOOM = 10'000; #endif const float CAMERA_ZNEAR = 0.05; const float CAMERA_ZFAR = 4'000; const float CAMERA_BASE_FOV = 75; const float CAMERA_MIN_FOV_SCALE = 0.1; const float CAMERA_MAX_FOV_SCALE = 2.5; const float FREELOOK_BASE_SPEED = 4; const float RADS_PER_PIXEL = 0.004; bool camera_first_override = true; bool camera_freelook = false; Vector2 previous_mouse_position; Ref sbox_3d_mesh; Ref sbox_3d_mesh_xray; RID sbox_3d_instance; RID sbox_3d_instance_ofs; RID sbox_3d_instance_xray; RID sbox_3d_instance_xray_ofs; Transform3D sbox_3d_xform; AABB sbox_3d_bounds; #endif Point2 selection_position = Point2(INFINITY, INFINITY); bool list_shortcut_pressed = false; NodeType node_select_type = NODE_TYPE_2D; SelectMode node_select_mode = SELECT_MODE_SINGLE; void _setup(const Dictionary &p_settings); void _node_set_type(NodeType p_type); void _select_set_mode(SelectMode p_mode); void _set_camera_override_enabled(bool p_enabled); void _root_window_input(const Ref &p_event); void _items_popup_index_pressed(int p_index, PopupMenu *p_popup); void _update_input_state(); void _process_frame(); void _physics_frame(); void _click_point(); void _select_node(Node *p_node); void _queue_selection_update(); void _update_selection(); void _clear_selection(); void _set_selection_visible(bool p_visible); void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); void _pan_callback(Vector2 p_scroll_vec, Ref p_event); void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref p_event); void _reset_camera_2d(); void _update_view_2d(); #ifndef _3D_DISABLED void _find_3d_items_at_pos(const Point2 &p_pos, Vector &r_items); bool _handle_3d_input(const Ref &p_event); void _set_camera_freelook_enabled(bool p_enabled); void _cursor_scale_distance(real_t p_scale); void _cursor_look(Ref p_event); void _cursor_pan(Ref p_event); void _cursor_orbit(Ref p_event); Transform3D _get_cursor_transform(); void _reset_camera_3d(); #endif RuntimeNodeSelect() { singleton = this; } inline static RuntimeNodeSelect *singleton = nullptr; public: static RuntimeNodeSelect *get_singleton(); ~RuntimeNodeSelect(); }; #endif #endif // SCENE_DEBUGGER_H