godot/scene/debugger/scene_debugger.h
Thaddeus Crews f3294e59e1
Merge pull request #98891 from Faless/debugger/game_view_settings
[Debugger] Better settings configuration for RuntimeNodeSelect and Window quit
2024-11-10 12:12:46 -06:00

328 lines
10 KiB
C++

/**************************************************************************/
/* 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<InputEvent> &p_event, const Ref<Shortcut> &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<PropertyInfo, Variant> SceneDebuggerProperty;
ObjectID id;
String class_name;
List<SceneDebuggerProperty> 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<RemoteNode> nodes;
void serialize(Array &r_arr);
void deserialize(const Array &p_arr);
SceneDebuggerTree(Node *p_root);
SceneDebuggerTree() {}
};
class LiveEditor {
private:
friend class SceneDebugger;
HashMap<int, NodePath> live_edit_node_path_cache;
HashMap<int, String> live_edit_resource_cache;
NodePath live_edit_root;
String live_edit_scene;
HashMap<String, HashSet<Node *>> live_scene_edit_cache;
HashMap<Node *, HashMap<ObjectID, Node *>> 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<ViewPanner> 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<ArrayMesh> sbox_3d_mesh;
Ref<ArrayMesh> 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<InputEvent> &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<SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
void _reset_camera_2d();
void _update_view_2d();
#ifndef _3D_DISABLED
void _find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items);
bool _handle_3d_input(const Ref<InputEvent> &p_event);
void _set_camera_freelook_enabled(bool p_enabled);
void _cursor_scale_distance(real_t p_scale);
void _cursor_look(Ref<InputEventWithModifiers> p_event);
void _cursor_pan(Ref<InputEventWithModifiers> p_event);
void _cursor_orbit(Ref<InputEventWithModifiers> 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