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180e5d3028
These typedefs don't save much typing compared to the full `Ref<Resource>` and `Ref<RefCounted>`, yet they sometimes introduce confusion among new contributors.
306 lines
12 KiB
C++
306 lines
12 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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/object/undo_redo.h"
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#include "core/templates/list.h"
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#include "scene/resources/texture.h"
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class ConfigFile;
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class EditorPlugin;
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/**
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* Stores the history of objects which have been selected for editing in the Editor & the Inspector.
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*
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* Used in the editor to set & access the currently edited object, as well as the history of objects which have been edited.
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*/
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class EditorSelectionHistory {
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// Stores the object & property (if relevant).
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struct _Object {
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Ref<RefCounted> ref;
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ObjectID object;
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String property;
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bool inspector_only = false;
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};
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// Represents the selection of an object for editing.
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struct HistoryElement {
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// The sub-resources of the parent object (first in the path) that have been edited.
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// For example, Node2D -> nested resource -> nested resource, if edited each individually in their own inspector.
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Vector<_Object> path;
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// The current point in the path. This is always equal to the last item in the path - it is never decremented.
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int level = 0;
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};
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friend class EditorData;
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Vector<HistoryElement> history;
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int current_elem_idx; // The current history element being edited.
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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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// Adds an object to the selection history. A property name can be passed if the target is a subresource of the given object.
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// If the object should not change the main screen plugin, it can be set as inspector only.
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void add_object(ObjectID p_object, const String &p_property = String(), bool p_inspector_only = false);
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int get_history_len();
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int get_history_pos();
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// Gets an object from the history. The most recent object would be the object with p_obj = get_history_len() - 1.
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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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// Gets the size of the path of the current history item.
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int get_path_size() const;
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// Gets the object of the current history item, if valid.
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ObjectID get_path_object(int p_index) const;
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// Gets the property of the current history item.
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String get_path_property(int p_index) const;
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void clear();
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EditorSelectionHistory();
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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<Texture2D> icon;
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};
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struct EditedScene {
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Node *root = nullptr;
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String path;
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uint64_t file_modified_time = 0;
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Dictionary editor_states;
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List<Node *> selection;
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Vector<EditorSelectionHistory::HistoryElement> history_stored;
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int history_current = 0;
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Dictionary custom_state;
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uint64_t version = 0;
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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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Vector<Callable> undo_redo_callbacks;
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Map<StringName, Callable> move_element_functions;
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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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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 add_undo_redo_inspector_hook_callback(Callable p_callable); // Callbacks should have this signature: void (Object* undo_redo, Object *modified_object, String property, Variant new_value)
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void remove_undo_redo_inspector_hook_callback(Callable p_callable);
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const Vector<Callable> get_undo_redo_inspector_hook_callback();
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void add_move_array_element_function(const StringName &p_class, Callable p_callable); // Function should have this signature: void (Object* undo_redo, Object *modified_object, String array_prefix, int element_index, int new_position)
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void remove_move_array_element_function(const StringName &p_class);
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Callable get_move_array_element_function(const StringName &p_class) const;
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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<Texture2D> &p_icon);
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Variant 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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void instantiate_object_properties(Object *p_object);
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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, bool p_always_strip_extension = false) 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_scene_version(int p_idx) const;
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void set_scene_modified_time(int p_idx, uint64_t p_time);
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uint64_t get_scene_modified_time(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, EditorSelectionHistory *p_history, const Dictionary &p_custom);
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Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *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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Variant 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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/**
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* Stores and provides access to the nodes currently selected in the editor.
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*
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* This provides a central location for storing "selected" nodes, as a selection can be triggered from multiple places,
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* such as the SceneTreeDock or a main screen editor plugin (e.g. CanvasItemEditor).
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*/
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class EditorSelection : public Object {
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GDCLASS(EditorSelection, Object);
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// Contains the selected nodes and corresponding metadata.
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// Metadata objects come from calling _get_editor_data on the editor_plugins, passing the selected node.
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Map<Node *, Object *> selection;
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// Tracks whether the selection change signal has been emitted.
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// Prevents multiple signals being called in one frame.
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bool emitted = false;
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bool changed = false;
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bool node_list_changed = false;
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void _node_removed(Node *p_node);
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// Editor plugins which are related to selection.
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List<Object *> editor_plugins;
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List<Node *> selected_node_list;
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void _update_node_list();
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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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void add_node(Node *p_node);
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void remove_node(Node *p_node);
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bool is_selected(Node *p_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 nullptr;
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}
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return Object::cast_to<T>(selection[p_node]);
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}
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// Adds an editor plugin which can provide metadata for selected nodes.
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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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// Returns all the selected nodes.
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TypedArray<Node> get_selected_nodes();
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// Returns only the top level selected nodes.
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// That is, if the selection includes some node and a child of that node, only the parent is returned.
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List<Node *> &get_selected_node_list();
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// Returns all the selected nodes (list version of "get_selected_nodes").
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List<Node *> get_full_selected_node_list();
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// Returns the map of selected objects and their metadata.
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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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