godot/editor/editor_interface.h

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/**************************************************************************/
/* editor_interface.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 EDITOR_INTERFACE_H
#define EDITOR_INTERFACE_H
#include "core/io/resource.h"
#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/object/script_language.h"
class Control;
class EditorCommandPalette;
class EditorFileSystem;
class EditorInspector;
class EditorPaths;
class EditorPlugin;
class EditorResourcePreview;
class EditorSelection;
class EditorSettings;
class FileSystemDock;
class Mesh;
class Node;
class PropertySelector;
class SceneTreeDialog;
class ScriptEditor;
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class SubViewport;
class Texture2D;
class Theme;
class VBoxContainer;
class Window;
class EditorInterface : public Object {
GDCLASS(EditorInterface, Object);
static EditorInterface *singleton;
// Editor dialogs.
PropertySelector *property_selector = nullptr;
SceneTreeDialog *node_selector = nullptr;
void _node_selected(const NodePath &p_node_paths, const Callable &p_callback);
void _node_selection_canceled(const Callable &p_callback);
void _property_selected(const String &p_property_name, const Callable &p_callback);
void _property_selection_canceled(const Callable &p_callback);
void _call_dialog_callback(const Callable &p_callback, const Variant &p_selected, const String &p_context);
// Editor tools.
TypedArray<Texture2D> _make_mesh_previews(const TypedArray<Mesh> &p_meshes, int p_preview_size);
protected:
static void _bind_methods();
public:
static EditorInterface *get_singleton() { return singleton; }
void restart_editor(bool p_save = true);
// Editor tools.
EditorCommandPalette *get_command_palette() const;
EditorFileSystem *get_resource_file_system() const;
EditorPaths *get_editor_paths() const;
EditorResourcePreview *get_resource_previewer() const;
EditorSelection *get_selection() const;
Ref<EditorSettings> get_editor_settings() const;
Vector<Ref<Texture2D>> make_mesh_previews(const Vector<Ref<Mesh>> &p_meshes, Vector<Transform3D> *p_transforms, int p_preview_size);
void set_plugin_enabled(const String &p_plugin, bool p_enabled);
bool is_plugin_enabled(const String &p_plugin) const;
// Editor GUI.
Ref<Theme> get_editor_theme() const;
Control *get_base_control() const;
VBoxContainer *get_editor_main_screen() const;
ScriptEditor *get_script_editor() const;
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SubViewport *get_editor_viewport_2d() const;
SubViewport *get_editor_viewport_3d(int p_idx = 0) const;
void set_main_screen_editor(const String &p_name);
void set_distraction_free_mode(bool p_enter);
bool is_distraction_free_mode_enabled() const;
bool is_multi_window_enabled() const;
float get_editor_scale() const;
void popup_dialog(Window *p_dialog, const Rect2i &p_screen_rect = Rect2i());
void popup_dialog_centered(Window *p_dialog, const Size2i &p_minsize = Size2i());
void popup_dialog_centered_ratio(Window *p_dialog, float p_ratio = 0.8);
void popup_dialog_centered_clamped(Window *p_dialog, const Size2i &p_size = Size2i(), float p_fallback_ratio = 0.75);
String get_current_feature_profile() const;
void set_current_feature_profile(const String &p_profile_name);
// Editor dialogs.
void popup_node_selector(const Callable &p_callback, const TypedArray<StringName> &p_valid_types = TypedArray<StringName>());
// Must use Vector<int> because exposing Vector<Variant::Type> is not supported.
void popup_property_selector(Object *p_object, const Callable &p_callback, const PackedInt32Array &p_type_filter = PackedInt32Array());
// Editor docks.
FileSystemDock *get_file_system_dock() const;
void select_file(const String &p_file);
Vector<String> get_selected_paths() const;
String get_current_path() const;
String get_current_directory() const;
EditorInspector *get_inspector() const;
// Object/Resource/Node editing.
void inspect_object(Object *p_obj, const String &p_for_property = String(), bool p_inspector_only = false);
void edit_resource(const Ref<Resource> &p_resource);
void edit_node(Node *p_node);
void edit_script(const Ref<Script> &p_script, int p_line = -1, int p_col = 0, bool p_grab_focus = true);
void open_scene_from_path(const String &scene_path);
void reload_scene_from_path(const String &scene_path);
PackedStringArray get_open_scenes() const;
Node *get_edited_scene_root() const;
Error save_scene();
void save_scene_as(const String &p_scene, bool p_with_preview = true);
void mark_scene_as_unsaved();
void save_all_scenes();
// Scene playback.
void play_main_scene();
void play_current_scene();
void play_custom_scene(const String &scene_path);
void stop_playing_scene();
bool is_playing_scene() const;
String get_playing_scene() const;
void set_movie_maker_enabled(bool p_enabled);
bool is_movie_maker_enabled() const;
#ifdef TOOLS_ENABLED
virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#endif
// Base.
static void create();
static void free();
EditorInterface();
};
#endif // EDITOR_INTERFACE_H