godot/editor/plugins/game_view_plugin.h
2024-10-30 11:42:17 -03:00

153 lines
5.2 KiB
C++

/**************************************************************************/
/* game_view_plugin.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 GAME_VIEW_PLUGIN_H
#define GAME_VIEW_PLUGIN_H
#include "editor/debugger/editor_debugger_node.h"
#include "editor/plugins/editor_debugger_plugin.h"
#include "editor/plugins/editor_plugin.h"
#include "scene/debugger/scene_debugger.h"
#include "scene/gui/box_container.h"
class GameViewDebugger : public EditorDebuggerPlugin {
GDCLASS(GameViewDebugger, EditorDebuggerPlugin);
private:
Vector<Ref<EditorDebuggerSession>> sessions;
int node_type = RuntimeNodeSelect::NODE_TYPE_NONE;
bool selection_visible = true;
int select_mode = RuntimeNodeSelect::SELECT_MODE_SINGLE;
EditorDebuggerNode::CameraOverride camera_override_mode = EditorDebuggerNode::OVERRIDE_INGAME;
void _session_started(Ref<EditorDebuggerSession> p_session);
void _session_stopped();
protected:
static void _bind_methods();
public:
void set_suspend(bool p_enabled);
void next_frame();
void set_node_type(int p_type);
void set_select_mode(int p_mode);
void set_selection_visible(bool p_visible);
void set_camera_override(bool p_enabled);
void set_camera_manipulate_mode(EditorDebuggerNode::CameraOverride p_mode);
void reset_camera_2d_position();
void reset_camera_3d_position();
virtual void setup_session(int p_session_id) override;
GameViewDebugger() {}
};
class GameView : public VBoxContainer {
GDCLASS(GameView, VBoxContainer);
enum {
CAMERA_RESET_2D,
CAMERA_RESET_3D,
CAMERA_MODE_INGAME,
CAMERA_MODE_EDITORS,
};
Ref<GameViewDebugger> debugger;
int active_sessions = 0;
Button *suspend_button = nullptr;
Button *next_frame_button = nullptr;
Button *node_type_button[RuntimeNodeSelect::NODE_TYPE_MAX];
Button *select_mode_button[RuntimeNodeSelect::SELECT_MODE_MAX];
Button *hide_selection = nullptr;
Button *camera_override_button = nullptr;
MenuButton *camera_override_menu = nullptr;
Panel *panel = nullptr;
void _sessions_changed();
void _update_debugger_buttons();
void _suspend_button_toggled(bool p_pressed);
void _node_type_pressed(int p_option);
void _select_mode_pressed(int p_option);
void _hide_selection_toggled(bool p_pressed);
void _camera_override_button_toggled(bool p_pressed);
void _camera_override_menu_id_pressed(int p_id);
protected:
void _notification(int p_what);
public:
void set_state(const Dictionary &p_state);
Dictionary get_state() const;
GameView(Ref<GameViewDebugger> p_debugger);
};
class GameViewPlugin : public EditorPlugin {
GDCLASS(GameViewPlugin, EditorPlugin);
GameView *game_view = nullptr;
Ref<GameViewDebugger> debugger;
protected:
void _notification(int p_what);
public:
virtual String get_name() const override { return "Game"; }
bool has_main_screen() const override { return true; }
virtual void edit(Object *p_object) override {}
virtual bool handles(Object *p_object) const override { return false; }
virtual void make_visible(bool p_visible) override;
virtual void set_state(const Dictionary &p_state) override;
virtual Dictionary get_state() const override;
GameViewPlugin();
~GameViewPlugin();
};
#endif // GAME_VIEW_PLUGIN_H