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296 lines
11 KiB
C++
296 lines
11 KiB
C++
/*************************************************************************/
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/* editor_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 EDITOR_PLUGIN_H
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#define EDITOR_PLUGIN_H
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#include "core/io/config_file.h"
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#include "core/undo_redo.h"
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#include "editor/editor_inspector.h"
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#include "editor/editor_translation_parser.h"
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#include "editor/import/editor_import_plugin.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/script_create_dialog.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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class EditorNode;
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class Node3D;
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class Camera3D;
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class EditorSelection;
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class EditorExport;
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class EditorSettings;
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class EditorImportPlugin;
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class EditorExportPlugin;
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class EditorNode3DGizmoPlugin;
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class EditorResourcePreview;
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class EditorFileSystem;
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class EditorToolAddons;
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class FileSystemDock;
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class ScriptEditor;
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class EditorInterface : public Node {
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GDCLASS(EditorInterface, Node);
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protected:
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static void _bind_methods();
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static EditorInterface *singleton;
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Array _make_mesh_previews(const Array &p_meshes, int p_preview_size);
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public:
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static EditorInterface *get_singleton() { return singleton; }
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Control *get_editor_viewport();
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void edit_resource(const Ref<Resource> &p_resource);
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void open_scene_from_path(const String &scene_path);
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void reload_scene_from_path(const String &scene_path);
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void play_main_scene();
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void play_current_scene();
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void play_custom_scene(const String &scene_path);
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void stop_playing_scene();
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bool is_playing_scene() const;
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String get_playing_scene() const;
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Node *get_edited_scene_root();
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Array get_open_scenes() const;
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ScriptEditor *get_script_editor();
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void select_file(const String &p_file);
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String get_selected_path() const;
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String get_current_path() const;
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void inspect_object(Object *p_obj, const String &p_for_property = String());
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EditorSelection *get_selection();
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//EditorImportExport *get_import_export();
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Ref<EditorSettings> get_editor_settings();
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EditorResourcePreview *get_resource_previewer();
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EditorFileSystem *get_resource_file_system();
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FileSystemDock *get_file_system_dock();
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Control *get_base_control();
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void set_plugin_enabled(const String &p_plugin, bool p_enabled);
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bool is_plugin_enabled(const String &p_plugin) const;
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EditorInspector *get_inspector() const;
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Error save_scene();
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void save_scene_as(const String &p_scene, bool p_with_preview = true);
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Vector<Ref<Texture2D>> make_mesh_previews(const Vector<Ref<Mesh>> &p_meshes, Vector<Transform> *p_transforms, int p_preview_size);
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void set_main_screen_editor(const String &p_name);
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void set_distraction_free_mode(bool p_enter);
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bool is_distraction_free_mode_enabled() const;
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EditorInterface();
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};
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class EditorPlugin : public Node {
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GDCLASS(EditorPlugin, Node);
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friend class EditorData;
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UndoRedo *undo_redo = nullptr;
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UndoRedo *_get_undo_redo() { return undo_redo; }
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bool input_event_forwarding_always_enabled = false;
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bool force_draw_over_forwarding_enabled = false;
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String last_main_screen_name;
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protected:
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static void _bind_methods();
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UndoRedo &get_undo_redo() { return *undo_redo; }
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void add_custom_type(const String &p_type, const String &p_base, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
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void remove_custom_type(const String &p_type);
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public:
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enum CustomControlContainer {
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CONTAINER_TOOLBAR,
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CONTAINER_SPATIAL_EDITOR_MENU,
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CONTAINER_SPATIAL_EDITOR_SIDE_LEFT,
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CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT,
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CONTAINER_SPATIAL_EDITOR_BOTTOM,
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CONTAINER_CANVAS_EDITOR_MENU,
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CONTAINER_CANVAS_EDITOR_SIDE_LEFT,
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CONTAINER_CANVAS_EDITOR_SIDE_RIGHT,
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CONTAINER_CANVAS_EDITOR_BOTTOM,
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CONTAINER_PROPERTY_EDITOR_BOTTOM,
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CONTAINER_PROJECT_SETTING_TAB_LEFT,
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CONTAINER_PROJECT_SETTING_TAB_RIGHT,
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};
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enum DockSlot {
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DOCK_SLOT_LEFT_UL,
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DOCK_SLOT_LEFT_BL,
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DOCK_SLOT_LEFT_UR,
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DOCK_SLOT_LEFT_BR,
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DOCK_SLOT_RIGHT_UL,
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DOCK_SLOT_RIGHT_BL,
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DOCK_SLOT_RIGHT_UR,
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DOCK_SLOT_RIGHT_BR,
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DOCK_SLOT_MAX
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};
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//TODO: send a resource for editing to the editor node?
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void add_control_to_container(CustomControlContainer p_location, Control *p_control);
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void remove_control_from_container(CustomControlContainer p_location, Control *p_control);
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Button *add_control_to_bottom_panel(Control *p_control, const String &p_title);
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void add_control_to_dock(DockSlot p_slot, Control *p_control);
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void remove_control_from_docks(Control *p_control);
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void remove_control_from_bottom_panel(Control *p_control);
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void add_tool_menu_item(const String &p_name, Object *p_handler, const String &p_callback, const Variant &p_ud = Variant());
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void add_tool_submenu_item(const String &p_name, Object *p_submenu);
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void remove_tool_menu_item(const String &p_name);
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void set_input_event_forwarding_always_enabled();
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bool is_input_event_forwarding_always_enabled() { return input_event_forwarding_always_enabled; }
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void set_force_draw_over_forwarding_enabled();
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bool is_force_draw_over_forwarding_enabled() { return force_draw_over_forwarding_enabled; }
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void notify_main_screen_changed(const String &screen_name);
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void notify_scene_changed(const Node *scn_root);
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void notify_scene_closed(const String &scene_filepath);
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void notify_resource_saved(const Ref<Resource> &p_resource);
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
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virtual void forward_canvas_draw_over_viewport(Control *p_overlay);
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virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay);
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virtual bool forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event);
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virtual void forward_spatial_draw_over_viewport(Control *p_overlay);
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virtual void forward_spatial_force_draw_over_viewport(Control *p_overlay);
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virtual String get_name() const;
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virtual const Ref<Texture2D> get_icon() const;
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virtual bool has_main_screen() const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify() {} //notify that it was raised by the user, not the editor
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
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virtual void set_state(const Dictionary &p_state); //restore editor state (likely was saved with the scene)
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virtual void clear(); // clear any temporary data in the editor, reset it (likely new scene or load another scene)
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virtual void save_external_data(); // if editor references external resources/scenes, save them
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virtual void apply_changes(); // if changes are pending in editor, apply them
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virtual void get_breakpoints(List<String> *p_breakpoints);
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virtual bool get_remove_list(List<Node *> *p_list);
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virtual void set_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void edited_scene_changed() {} // if changes are pending in editor, apply them
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virtual bool build(); // builds with external tools. Returns true if safe to continue running scene.
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EditorInterface *get_editor_interface();
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ScriptCreateDialog *get_script_create_dialog();
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int update_overlays() const;
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void queue_save_layout() const;
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void make_bottom_panel_item_visible(Control *p_item);
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void hide_bottom_panel();
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virtual void restore_global_state();
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virtual void save_global_state();
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void add_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser);
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void remove_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser);
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void add_import_plugin(const Ref<EditorImportPlugin> &p_importer);
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void remove_import_plugin(const Ref<EditorImportPlugin> &p_importer);
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void add_export_plugin(const Ref<EditorExportPlugin> &p_exporter);
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void remove_export_plugin(const Ref<EditorExportPlugin> &p_exporter);
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void add_spatial_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin);
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void remove_spatial_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin);
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void add_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin);
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void remove_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin);
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void add_scene_import_plugin(const Ref<EditorSceneImporter> &p_importer);
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void remove_scene_import_plugin(const Ref<EditorSceneImporter> &p_importer);
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void add_autoload_singleton(const String &p_name, const String &p_path);
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void remove_autoload_singleton(const String &p_name);
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void enable_plugin();
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void disable_plugin();
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EditorPlugin() {}
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virtual ~EditorPlugin() {}
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};
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VARIANT_ENUM_CAST(EditorPlugin::CustomControlContainer);
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VARIANT_ENUM_CAST(EditorPlugin::DockSlot);
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typedef EditorPlugin *(*EditorPluginCreateFunc)(EditorNode *);
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class EditorPlugins {
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enum {
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MAX_CREATE_FUNCS = 64
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};
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static EditorPluginCreateFunc creation_funcs[MAX_CREATE_FUNCS];
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static int creation_func_count;
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template <class T>
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static EditorPlugin *creator(EditorNode *p_node) {
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return memnew(T(p_node));
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}
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public:
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static int get_plugin_count() { return creation_func_count; }
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static EditorPlugin *create(int p_idx, EditorNode *p_editor) {
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ERR_FAIL_INDEX_V(p_idx, creation_func_count, nullptr);
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return creation_funcs[p_idx](p_editor);
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}
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template <class T>
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static void add_by_type() {
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add_create_func(creator<T>);
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}
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static void add_create_func(EditorPluginCreateFunc p_func) {
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ERR_FAIL_COND(creation_func_count >= MAX_CREATE_FUNCS);
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creation_funcs[creation_func_count++] = p_func;
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}
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};
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#endif
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