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f3294e59e1
[Debugger] Better settings configuration for RuntimeNodeSelect and Window quit
328 lines
10 KiB
C++
328 lines
10 KiB
C++
/**************************************************************************/
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/* scene_debugger.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 SCENE_DEBUGGER_H
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#define SCENE_DEBUGGER_H
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#include "core/input/shortcut.h"
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#include "core/object/ref_counted.h"
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#include "core/string/ustring.h"
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#include "core/templates/pair.h"
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#include "core/variant/array.h"
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#include "scene/gui/view_panner.h"
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#include "scene/resources/mesh.h"
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class PopupMenu;
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class Script;
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class Node;
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class SceneDebugger {
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private:
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inline static SceneDebugger *singleton = nullptr;
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SceneDebugger();
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public:
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static void initialize();
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static void deinitialize();
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~SceneDebugger();
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#ifdef DEBUG_ENABLED
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private:
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static void _handle_input(const Ref<InputEvent> &p_event, const Ref<Shortcut> &p_shortcut);
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static void _save_node(ObjectID id, const String &p_path);
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static void _set_node_owner_recursive(Node *p_node, Node *p_owner);
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static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
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static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20);
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static void _next_frame();
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public:
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static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
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static void add_to_cache(const String &p_filename, Node *p_node);
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static void remove_from_cache(const String &p_filename, Node *p_node);
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static void reload_cached_files(const PackedStringArray &p_files);
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#endif
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};
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#ifdef DEBUG_ENABLED
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class SceneDebuggerObject {
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private:
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void _parse_script_properties(Script *p_script, ScriptInstance *p_instance);
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public:
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typedef Pair<PropertyInfo, Variant> SceneDebuggerProperty;
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ObjectID id;
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String class_name;
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List<SceneDebuggerProperty> properties;
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SceneDebuggerObject(ObjectID p_id);
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SceneDebuggerObject() {}
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void serialize(Array &r_arr, int p_max_size = 1 << 20);
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void deserialize(const Array &p_arr);
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};
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class SceneDebuggerTree {
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public:
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struct RemoteNode {
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int child_count = 0;
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String name;
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String type_name;
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ObjectID id;
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String scene_file_path;
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uint8_t view_flags = 0;
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enum ViewFlags {
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VIEW_HAS_VISIBLE_METHOD = 1 << 1,
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VIEW_VISIBLE = 1 << 2,
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VIEW_VISIBLE_IN_TREE = 1 << 3,
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};
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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) {
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child_count = p_child;
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name = p_name;
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type_name = p_type;
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id = p_id;
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scene_file_path = p_scene_file_path;
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view_flags = p_view_flags;
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}
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RemoteNode() {}
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};
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List<RemoteNode> nodes;
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void serialize(Array &r_arr);
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void deserialize(const Array &p_arr);
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SceneDebuggerTree(Node *p_root);
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SceneDebuggerTree() {}
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};
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class LiveEditor {
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private:
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friend class SceneDebugger;
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HashMap<int, NodePath> live_edit_node_path_cache;
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HashMap<int, String> live_edit_resource_cache;
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NodePath live_edit_root;
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String live_edit_scene;
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HashMap<String, HashSet<Node *>> live_scene_edit_cache;
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HashMap<Node *, HashMap<ObjectID, Node *>> live_edit_remove_list;
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void _send_tree();
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void _node_path_func(const NodePath &p_path, int p_id);
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void _res_path_func(const String &p_path, int p_id);
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void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
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void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
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void _node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount);
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void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value);
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void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value);
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void _res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount);
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void _root_func(const NodePath &p_scene_path, const String &p_scene_from);
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void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name);
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void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name);
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void _remove_node_func(const NodePath &p_at);
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void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id);
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void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos);
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void _duplicate_node_func(const NodePath &p_at, const String &p_new_name);
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void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos);
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LiveEditor() {
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singleton = this;
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live_edit_root = NodePath("/root");
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}
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inline static LiveEditor *singleton = nullptr;
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public:
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static LiveEditor *get_singleton();
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};
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class RuntimeNodeSelect : public Object {
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GDCLASS(RuntimeNodeSelect, Object);
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public:
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enum NodeType {
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NODE_TYPE_NONE,
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NODE_TYPE_2D,
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NODE_TYPE_3D,
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NODE_TYPE_MAX
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};
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enum SelectMode {
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SELECT_MODE_SINGLE,
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SELECT_MODE_LIST,
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SELECT_MODE_MAX
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};
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private:
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friend class SceneDebugger;
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struct SelectResult {
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Node *item = nullptr;
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real_t order = 0;
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_FORCE_INLINE_ bool operator<(const SelectResult &p_rr) const { return p_rr.order < order; }
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};
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bool has_selection = false;
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Node *selected_node = nullptr;
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PopupMenu *selection_list = nullptr;
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bool selection_visible = true;
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bool selection_update_queued = false;
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bool warped_panning = false;
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bool camera_override = false;
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// Values taken from EditorZoomWidget.
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const float VIEW_2D_MIN_ZOOM = 1.0 / 128;
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const float VIEW_2D_MAX_ZOOM = 128;
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Ref<ViewPanner> panner;
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Vector2 view_2d_offset;
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real_t view_2d_zoom = 1.0;
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RID sbox_2d_canvas;
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RID sbox_2d_ci;
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Transform2D sbox_2d_xform;
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Rect2 sbox_2d_rect;
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#ifndef _3D_DISABLED
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struct Cursor {
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Vector3 pos;
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real_t x_rot, y_rot, distance, fov_scale;
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Vector3 eye_pos; // Used in freelook mode.
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Cursor() {
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// These rotations place the camera in +X +Y +Z, aka south east, facing north west.
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x_rot = 0.5;
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y_rot = -0.5;
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distance = 4;
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fov_scale = 1.0;
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}
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};
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Cursor cursor;
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// Values taken from Node3DEditor.
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const float VIEW_3D_MIN_ZOOM = 0.01;
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#ifdef REAL_T_IS_DOUBLE
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const double VIEW_3D_MAX_ZOOM = 1'000'000'000'000;
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#else
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const float VIEW_3D_MAX_ZOOM = 10'000;
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#endif
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const float CAMERA_ZNEAR = 0.05;
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const float CAMERA_ZFAR = 4'000;
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const float CAMERA_BASE_FOV = 75;
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const float CAMERA_MIN_FOV_SCALE = 0.1;
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const float CAMERA_MAX_FOV_SCALE = 2.5;
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const float FREELOOK_BASE_SPEED = 4;
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const float RADS_PER_PIXEL = 0.004;
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bool camera_first_override = true;
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bool camera_freelook = false;
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Vector2 previous_mouse_position;
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Ref<ArrayMesh> sbox_3d_mesh;
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Ref<ArrayMesh> sbox_3d_mesh_xray;
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RID sbox_3d_instance;
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RID sbox_3d_instance_ofs;
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RID sbox_3d_instance_xray;
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RID sbox_3d_instance_xray_ofs;
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Transform3D sbox_3d_xform;
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AABB sbox_3d_bounds;
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#endif
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Point2 selection_position = Point2(INFINITY, INFINITY);
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bool list_shortcut_pressed = false;
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NodeType node_select_type = NODE_TYPE_2D;
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SelectMode node_select_mode = SELECT_MODE_SINGLE;
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void _setup(const Dictionary &p_settings);
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void _node_set_type(NodeType p_type);
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void _select_set_mode(SelectMode p_mode);
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void _set_camera_override_enabled(bool p_enabled);
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void _root_window_input(const Ref<InputEvent> &p_event);
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void _items_popup_index_pressed(int p_index, PopupMenu *p_popup);
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void _update_input_state();
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void _process_frame();
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void _physics_frame();
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void _click_point();
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void _select_node(Node *p_node);
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void _queue_selection_update();
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void _update_selection();
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void _clear_selection();
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void _set_selection_visible(bool p_visible);
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void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
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void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
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void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
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void _reset_camera_2d();
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void _update_view_2d();
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#ifndef _3D_DISABLED
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void _find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items);
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bool _handle_3d_input(const Ref<InputEvent> &p_event);
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void _set_camera_freelook_enabled(bool p_enabled);
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void _cursor_scale_distance(real_t p_scale);
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void _cursor_look(Ref<InputEventWithModifiers> p_event);
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void _cursor_pan(Ref<InputEventWithModifiers> p_event);
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void _cursor_orbit(Ref<InputEventWithModifiers> p_event);
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Transform3D _get_cursor_transform();
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void _reset_camera_3d();
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#endif
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RuntimeNodeSelect() { singleton = this; }
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inline static RuntimeNodeSelect *singleton = nullptr;
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public:
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static RuntimeNodeSelect *get_singleton();
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~RuntimeNodeSelect();
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};
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#endif
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#endif // SCENE_DEBUGGER_H
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