godot/editor/editor_plugin.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
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.
2020-01-01 11:16:22 +01:00

285 lines
11 KiB
C++

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