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153 lines
5.2 KiB
C++
153 lines
5.2 KiB
C++
/**************************************************************************/
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/* game_view_plugin.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GAME_VIEW_PLUGIN_H
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#define GAME_VIEW_PLUGIN_H
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#include "editor/debugger/editor_debugger_node.h"
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#include "editor/plugins/editor_debugger_plugin.h"
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#include "editor/plugins/editor_plugin.h"
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#include "scene/debugger/scene_debugger.h"
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#include "scene/gui/box_container.h"
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class GameViewDebugger : public EditorDebuggerPlugin {
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GDCLASS(GameViewDebugger, EditorDebuggerPlugin);
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private:
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Vector<Ref<EditorDebuggerSession>> sessions;
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int node_type = RuntimeNodeSelect::NODE_TYPE_NONE;
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bool selection_visible = true;
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int select_mode = RuntimeNodeSelect::SELECT_MODE_SINGLE;
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EditorDebuggerNode::CameraOverride camera_override_mode = EditorDebuggerNode::OVERRIDE_INGAME;
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void _session_started(Ref<EditorDebuggerSession> p_session);
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void _session_stopped();
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protected:
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static void _bind_methods();
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public:
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void set_suspend(bool p_enabled);
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void next_frame();
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void set_node_type(int p_type);
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void set_select_mode(int p_mode);
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void set_selection_visible(bool p_visible);
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void set_camera_override(bool p_enabled);
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void set_camera_manipulate_mode(EditorDebuggerNode::CameraOverride p_mode);
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void reset_camera_2d_position();
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void reset_camera_3d_position();
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virtual void setup_session(int p_session_id) override;
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GameViewDebugger() {}
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};
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class GameView : public VBoxContainer {
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GDCLASS(GameView, VBoxContainer);
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enum {
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CAMERA_RESET_2D,
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CAMERA_RESET_3D,
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CAMERA_MODE_INGAME,
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CAMERA_MODE_EDITORS,
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};
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Ref<GameViewDebugger> debugger;
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int active_sessions = 0;
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Button *suspend_button = nullptr;
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Button *next_frame_button = nullptr;
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Button *node_type_button[RuntimeNodeSelect::NODE_TYPE_MAX];
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Button *select_mode_button[RuntimeNodeSelect::SELECT_MODE_MAX];
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Button *hide_selection = nullptr;
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Button *camera_override_button = nullptr;
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MenuButton *camera_override_menu = nullptr;
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Panel *panel = nullptr;
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void _sessions_changed();
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void _update_debugger_buttons();
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void _suspend_button_toggled(bool p_pressed);
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void _node_type_pressed(int p_option);
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void _select_mode_pressed(int p_option);
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void _hide_selection_toggled(bool p_pressed);
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void _camera_override_button_toggled(bool p_pressed);
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void _camera_override_menu_id_pressed(int p_id);
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protected:
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void _notification(int p_what);
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public:
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void set_state(const Dictionary &p_state);
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Dictionary get_state() const;
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GameView(Ref<GameViewDebugger> p_debugger);
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};
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class GameViewPlugin : public EditorPlugin {
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GDCLASS(GameViewPlugin, EditorPlugin);
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GameView *game_view = nullptr;
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Ref<GameViewDebugger> debugger;
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protected:
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void _notification(int p_what);
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public:
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virtual String get_name() const override { return "Game"; }
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bool has_main_screen() const override { return true; }
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virtual void edit(Object *p_object) override {}
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virtual bool handles(Object *p_object) const override { return false; }
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virtual void make_visible(bool p_visible) override;
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virtual void set_state(const Dictionary &p_state) override;
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virtual Dictionary get_state() const override;
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GameViewPlugin();
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~GameViewPlugin();
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};
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#endif // GAME_VIEW_PLUGIN_H
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