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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
286 lines
8.7 KiB
C++
286 lines
8.7 KiB
C++
/*************************************************************************/
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/* editor_data.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_DATA_H
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#define EDITOR_DATA_H
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#include "core/list.h"
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#include "core/pair.h"
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#include "core/undo_redo.h"
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#include "editor/editor_plugin.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "scene/resources/texture.h"
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class EditorHistory {
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enum {
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HISTORY_MAX = 64
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};
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struct Obj {
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REF ref;
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ObjectID object;
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String property;
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bool inspector_only;
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};
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struct History {
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Vector<Obj> path;
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int level;
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};
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friend class EditorData;
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Vector<History> history;
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int current;
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//Vector<EditorPlugin*> editor_plugins;
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struct PropertyData {
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String name;
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Variant value;
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};
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void _add_object(ObjectID p_object, const String &p_property, int p_level_change, bool p_inspector_only = false);
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public:
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void cleanup_history();
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bool is_at_beginning() const;
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bool is_at_end() const;
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void add_object_inspector_only(ObjectID p_object);
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void add_object(ObjectID p_object);
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void add_object(ObjectID p_object, const String &p_subprop);
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void add_object(ObjectID p_object, int p_relevel);
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int get_history_len();
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int get_history_pos();
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ObjectID get_history_obj(int p_obj) const;
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bool is_history_obj_inspector_only(int p_obj) const;
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bool next();
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bool previous();
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ObjectID get_current();
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bool is_current_inspector_only() const;
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int get_path_size() const;
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ObjectID get_path_object(int p_index) const;
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String get_path_property(int p_index) const;
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void clear();
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EditorHistory();
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};
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class EditorSelection;
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class EditorData {
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public:
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struct CustomType {
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String name;
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Ref<Script> script;
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Ref<Texture> icon;
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};
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struct EditedScene {
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Node *root;
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String path;
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Dictionary editor_states;
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List<Node *> selection;
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Vector<EditorHistory::History> history_stored;
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int history_current;
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Dictionary custom_state;
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uint64_t version;
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NodePath live_edit_root;
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};
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private:
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Vector<EditorPlugin *> editor_plugins;
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struct PropertyData {
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String name;
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Variant value;
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};
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Map<String, Vector<CustomType> > custom_types;
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List<PropertyData> clipboard;
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UndoRedo undo_redo;
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void _cleanup_history();
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Vector<EditedScene> edited_scene;
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int current_edited_scene;
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bool _find_updated_instances(Node *p_root, Node *p_node, Set<String> &checked_paths);
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HashMap<StringName, String> _script_class_icon_paths;
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HashMap<String, StringName> _script_class_file_to_path;
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public:
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EditorPlugin *get_editor(Object *p_object);
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EditorPlugin *get_subeditor(Object *p_object);
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Vector<EditorPlugin *> get_subeditors(Object *p_object);
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EditorPlugin *get_editor(String p_name);
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void copy_object_params(Object *p_object);
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void paste_object_params(Object *p_object);
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Dictionary get_editor_states() const;
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Dictionary get_scene_editor_states(int p_idx) const;
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void set_editor_states(const Dictionary &p_states);
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void get_editor_breakpoints(List<String> *p_breakpoints);
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void clear_editor_states();
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void save_editor_external_data();
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void apply_changes_in_editors();
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void add_editor_plugin(EditorPlugin *p_plugin);
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void remove_editor_plugin(EditorPlugin *p_plugin);
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int get_editor_plugin_count() const;
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EditorPlugin *get_editor_plugin(int p_idx);
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UndoRedo &get_undo_redo();
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void save_editor_global_states();
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void restore_editor_global_states();
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void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture> &p_icon);
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Object *instance_custom_type(const String &p_type, const String &p_inherits);
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void remove_custom_type(const String &p_type);
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const Map<String, Vector<CustomType> > &get_custom_types() const { return custom_types; }
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int add_edited_scene(int p_at_pos);
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void move_edited_scene_index(int p_idx, int p_to_idx);
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void remove_scene(int p_idx);
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void set_edited_scene(int p_idx);
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void set_edited_scene_root(Node *p_root);
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int get_edited_scene() const;
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Node *get_edited_scene_root(int p_idx = -1);
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int get_edited_scene_count() const;
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Vector<EditedScene> get_edited_scenes() const;
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String get_scene_title(int p_idx) const;
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String get_scene_path(int p_idx) const;
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String get_scene_type(int p_idx) const;
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void set_scene_path(int p_idx, const String &p_path);
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Ref<Script> get_scene_root_script(int p_idx) const;
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void set_edited_scene_version(uint64_t version, int p_scene_idx = -1);
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uint64_t get_edited_scene_version() const;
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uint64_t get_scene_version(int p_idx) const;
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void clear_edited_scenes();
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void set_edited_scene_live_edit_root(const NodePath &p_root);
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NodePath get_edited_scene_live_edit_root();
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bool check_and_update_scene(int p_idx);
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void move_edited_scene_to_index(int p_idx);
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bool call_build();
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void set_plugin_window_layout(Ref<ConfigFile> p_layout);
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void get_plugin_window_layout(Ref<ConfigFile> p_layout);
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void save_edited_scene_state(EditorSelection *p_selection, EditorHistory *p_history, const Dictionary &p_custom);
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Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorHistory *p_history);
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void notify_edited_scene_changed();
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void notify_resource_saved(const Ref<Resource> &p_resource);
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bool script_class_is_parent(const String &p_class, const String &p_inherits);
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StringName script_class_get_base(const String &p_class) const;
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Object *script_class_instance(const String &p_class);
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Ref<Script> script_class_load_script(const String &p_class) const;
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StringName script_class_get_name(const String &p_path) const;
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void script_class_set_name(const String &p_path, const StringName &p_class);
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String script_class_get_icon_path(const String &p_class) const;
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void script_class_set_icon_path(const String &p_class, const String &p_icon_path);
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void script_class_clear_icon_paths() { _script_class_icon_paths.clear(); }
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void script_class_save_icon_paths();
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void script_class_load_icon_paths();
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EditorData();
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};
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class EditorSelection : public Object {
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GDCLASS(EditorSelection, Object);
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private:
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Map<Node *, Object *> selection;
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bool emitted;
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bool changed;
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bool nl_changed;
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void _node_removed(Node *p_node);
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List<Object *> editor_plugins;
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List<Node *> selected_node_list;
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void _update_nl();
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Array _get_transformable_selected_nodes();
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void _emit_change();
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protected:
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static void _bind_methods();
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public:
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Array get_selected_nodes();
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void add_node(Node *p_node);
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void remove_node(Node *p_node);
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bool is_selected(Node *) const;
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template <class T>
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T *get_node_editor_data(Node *p_node) {
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if (!selection.has(p_node))
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return NULL;
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return Object::cast_to<T>(selection[p_node]);
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}
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void add_editor_plugin(Object *p_object);
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void update();
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void clear();
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List<Node *> &get_selected_node_list();
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List<Node *> get_full_selected_node_list();
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Map<Node *, Object *> &get_selection() { return selection; }
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EditorSelection();
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~EditorSelection();
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};
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#endif // EDITOR_DATA_H
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