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4154039832
Also start organizing editor-specific GUI components into a dedicated folder, `editor/gui`. Also move `editor_file_server` next to the rest of debugger classes.
361 lines
12 KiB
C++
361 lines
12 KiB
C++
/**************************************************************************/
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/* editor_debugger_tree.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "editor_debugger_tree.h"
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#include "editor/editor_node.h"
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#include "editor/gui/editor_file_dialog.h"
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#include "editor/scene_tree_dock.h"
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#include "scene/debugger/scene_debugger.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/resources/packed_scene.h"
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#include "servers/display_server.h"
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EditorDebuggerTree::EditorDebuggerTree() {
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set_v_size_flags(SIZE_EXPAND_FILL);
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set_allow_rmb_select(true);
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// Popup
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item_menu = memnew(PopupMenu);
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item_menu->connect("id_pressed", callable_mp(this, &EditorDebuggerTree::_item_menu_id_pressed));
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add_child(item_menu);
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// File Dialog
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file_dialog = memnew(EditorFileDialog);
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file_dialog->connect("file_selected", callable_mp(this, &EditorDebuggerTree::_file_selected));
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add_child(file_dialog);
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}
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void EditorDebuggerTree::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_POSTINITIALIZE: {
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connect("cell_selected", callable_mp(this, &EditorDebuggerTree::_scene_tree_selected));
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connect("item_collapsed", callable_mp(this, &EditorDebuggerTree::_scene_tree_folded));
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connect("item_mouse_selected", callable_mp(this, &EditorDebuggerTree::_scene_tree_rmb_selected));
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} break;
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}
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}
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void EditorDebuggerTree::_bind_methods() {
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ADD_SIGNAL(MethodInfo("object_selected", PropertyInfo(Variant::INT, "object_id"), PropertyInfo(Variant::INT, "debugger")));
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ADD_SIGNAL(MethodInfo("save_node", PropertyInfo(Variant::INT, "object_id"), PropertyInfo(Variant::STRING, "filename"), PropertyInfo(Variant::INT, "debugger")));
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ADD_SIGNAL(MethodInfo("open"));
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}
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void EditorDebuggerTree::_scene_tree_selected() {
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if (updating_scene_tree) {
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return;
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}
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TreeItem *item = get_selected();
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if (!item) {
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return;
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}
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inspected_object_id = uint64_t(item->get_metadata(0));
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emit_signal(SNAME("object_selected"), inspected_object_id, debugger_id);
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}
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void EditorDebuggerTree::_scene_tree_folded(Object *p_obj) {
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if (updating_scene_tree) {
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return;
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}
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TreeItem *item = Object::cast_to<TreeItem>(p_obj);
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if (!item) {
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return;
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}
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ObjectID id = ObjectID(uint64_t(item->get_metadata(0)));
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if (unfold_cache.has(id)) {
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unfold_cache.erase(id);
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} else {
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unfold_cache.insert(id);
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}
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}
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void EditorDebuggerTree::_scene_tree_rmb_selected(const Vector2 &p_position, MouseButton p_button) {
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if (p_button != MouseButton::RIGHT) {
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return;
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}
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TreeItem *item = get_item_at_position(p_position);
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if (!item) {
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return;
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}
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item->select(0);
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item_menu->clear();
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item_menu->add_icon_item(get_theme_icon(SNAME("CreateNewSceneFrom"), SNAME("EditorIcons")), TTR("Save Branch as Scene"), ITEM_MENU_SAVE_REMOTE_NODE);
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item_menu->add_icon_item(get_theme_icon(SNAME("CopyNodePath"), SNAME("EditorIcons")), TTR("Copy Node Path"), ITEM_MENU_COPY_NODE_PATH);
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item_menu->set_position(get_screen_position() + get_local_mouse_position());
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item_menu->reset_size();
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item_menu->popup();
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}
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/// Populates inspect_scene_tree given data in nodes as a flat list, encoded depth first.
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///
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/// Given a nodes array like [R,A,B,C,D,E] the following Tree will be generated, assuming
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/// filter is an empty String, R and A child count are 2, B is 1 and C, D and E are 0.
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///
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/// R
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/// |-A
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/// | |-B
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/// | | |-C
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/// | |
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/// | |-D
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/// |
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/// |-E
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///
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void EditorDebuggerTree::update_scene_tree(const SceneDebuggerTree *p_tree, int p_debugger) {
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updating_scene_tree = true;
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const String last_path = get_selected_path();
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const String filter = SceneTreeDock::get_singleton()->get_filter();
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bool filter_changed = filter != last_filter;
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TreeItem *scroll_item = nullptr;
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// Nodes are in a flatten list, depth first. Use a stack of parents, avoid recursion.
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List<Pair<TreeItem *, int>> parents;
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for (int i = 0; i < p_tree->nodes.size(); i++) {
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TreeItem *parent = nullptr;
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if (parents.size()) { // Find last parent.
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Pair<TreeItem *, int> &p = parents[0];
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parent = p.first;
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if (!(--p.second)) { // If no child left, remove it.
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parents.pop_front();
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}
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}
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// Add this node.
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const SceneDebuggerTree::RemoteNode &node = p_tree->nodes[i];
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TreeItem *item = create_item(parent);
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item->set_text(0, node.name);
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if (node.scene_file_path.is_empty()) {
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item->set_tooltip_text(0, node.name + "\n" + TTR("Type:") + " " + node.type_name);
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} else {
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item->set_tooltip_text(0, node.name + "\n" + TTR("Instance:") + " " + node.scene_file_path + "\n" + TTR("Type:") + " " + node.type_name);
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}
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Ref<Texture2D> icon = EditorNode::get_singleton()->get_class_icon(node.type_name, "");
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if (icon.is_valid()) {
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item->set_icon(0, icon);
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}
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item->set_metadata(0, node.id);
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// Set current item as collapsed if necessary (root is never collapsed).
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if (parent) {
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if (!unfold_cache.has(node.id)) {
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item->set_collapsed(true);
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}
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}
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// Select previously selected node.
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if (debugger_id == p_debugger) { // Can use remote id.
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if (node.id == inspected_object_id) {
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item->select(0);
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if (filter_changed) {
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scroll_item = item;
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}
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}
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} else { // Must use path
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if (last_path == _get_path(item)) {
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updating_scene_tree = false; // Force emission of new selection.
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item->select(0);
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if (filter_changed) {
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scroll_item = item;
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}
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updating_scene_tree = true;
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}
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}
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// Add buttons.
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const Color remote_button_color = Color(1, 1, 1, 0.8);
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if (!node.scene_file_path.is_empty()) {
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String node_scene_file_path = node.scene_file_path;
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Ref<Texture2D> button_icon = get_theme_icon(SNAME("InstanceOptions"), SNAME("EditorIcons"));
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String tooltip = vformat(TTR("This node has been instantiated from a PackedScene file:\n%s\nClick to open the original file in the Editor."), node_scene_file_path);
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item->set_meta("scene_file_path", node_scene_file_path);
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item->add_button(0, button_icon, BUTTON_SUBSCENE, false, tooltip);
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item->set_button_color(0, item->get_button_count(0) - 1, remote_button_color);
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}
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if (node.view_flags & SceneDebuggerTree::RemoteNode::VIEW_HAS_VISIBLE_METHOD) {
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bool node_visible = node.view_flags & SceneDebuggerTree::RemoteNode::VIEW_VISIBLE;
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bool node_visible_in_tree = node.view_flags & SceneDebuggerTree::RemoteNode::VIEW_VISIBLE_IN_TREE;
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Ref<Texture2D> button_icon = get_theme_icon(node_visible ? SNAME("GuiVisibilityVisible") : SNAME("GuiVisibilityHidden"), SNAME("EditorIcons"));
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String tooltip = TTR("Toggle Visibility");
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item->set_meta("visible", node_visible);
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item->add_button(0, button_icon, BUTTON_VISIBILITY, false, tooltip);
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if (ClassDB::is_parent_class(node.type_name, "CanvasItem") || ClassDB::is_parent_class(node.type_name, "Node3D")) {
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item->set_button_color(0, item->get_button_count(0) - 1, node_visible_in_tree ? remote_button_color : Color(1, 1, 1, 0.6));
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} else {
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item->set_button_color(0, item->get_button_count(0) - 1, remote_button_color);
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}
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}
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// Add in front of the parents stack if children are expected.
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if (node.child_count) {
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parents.push_front(Pair<TreeItem *, int>(item, node.child_count));
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} else {
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// Apply filters.
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while (parent) {
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const bool had_siblings = item->get_prev() || item->get_next();
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if (filter.is_subsequence_ofn(item->get_text(0))) {
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break; // Filter matches, must survive.
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}
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parent->remove_child(item);
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memdelete(item);
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if (scroll_item == item) {
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scroll_item = nullptr;
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}
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if (had_siblings) {
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break; // Parent must survive.
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}
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item = parent;
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parent = item->get_parent();
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// Check if parent expects more children.
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for (int j = 0; j < parents.size(); j++) {
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if (parents[j].first == item) {
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parent = nullptr;
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break; // Might have more children.
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}
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}
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}
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}
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}
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debugger_id = p_debugger; // Needed by hook, could be avoided if every debugger had its own tree
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if (scroll_item) {
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call_deferred(SNAME("scroll_to_item"), scroll_item);
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}
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last_filter = filter;
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updating_scene_tree = false;
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}
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Variant EditorDebuggerTree::get_drag_data(const Point2 &p_point) {
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if (get_button_id_at_position(p_point) != -1) {
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return Variant();
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}
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TreeItem *selected = get_selected();
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if (!selected) {
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return Variant();
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}
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String path = selected->get_text(0);
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HBoxContainer *hb = memnew(HBoxContainer);
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TextureRect *tf = memnew(TextureRect);
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tf->set_texture(selected->get_icon(0));
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tf->set_stretch_mode(TextureRect::STRETCH_KEEP_CENTERED);
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hb->add_child(tf);
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Label *label = memnew(Label(path));
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hb->add_child(label);
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set_drag_preview(hb);
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if (!selected->get_parent() || !selected->get_parent()->get_parent()) {
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path = ".";
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} else {
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while (selected->get_parent()->get_parent() != get_root()) {
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selected = selected->get_parent();
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path = selected->get_text(0) + "/" + path;
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}
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}
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return vformat("\"%s\"", path);
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}
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String EditorDebuggerTree::get_selected_path() {
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if (!get_selected()) {
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return "";
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}
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return _get_path(get_selected());
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}
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String EditorDebuggerTree::_get_path(TreeItem *p_item) {
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ERR_FAIL_COND_V(!p_item, "");
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if (p_item->get_parent() == nullptr) {
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return "/root";
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}
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String text = p_item->get_text(0);
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TreeItem *cur = p_item->get_parent();
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while (cur) {
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text = cur->get_text(0) + "/" + text;
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cur = cur->get_parent();
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}
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return "/" + text;
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}
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void EditorDebuggerTree::_item_menu_id_pressed(int p_option) {
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switch (p_option) {
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case ITEM_MENU_SAVE_REMOTE_NODE: {
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file_dialog->set_access(EditorFileDialog::ACCESS_RESOURCES);
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file_dialog->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
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List<String> extensions;
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Ref<PackedScene> sd = memnew(PackedScene);
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ResourceSaver::get_recognized_extensions(sd, &extensions);
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file_dialog->clear_filters();
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for (int i = 0; i < extensions.size(); i++) {
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file_dialog->add_filter("*." + extensions[i], extensions[i].to_upper());
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}
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String filename = get_selected_path().get_file() + "." + extensions.front()->get().to_lower();
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file_dialog->set_current_path(filename);
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file_dialog->popup_file_dialog();
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} break;
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case ITEM_MENU_COPY_NODE_PATH: {
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String text = get_selected_path();
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if (text.is_empty()) {
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return;
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} else if (text == "/root") {
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text = ".";
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} else {
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text = text.replace("/root/", "");
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int slash = text.find("/");
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if (slash < 0) {
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text = ".";
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} else {
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text = text.substr(slash + 1);
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}
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}
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DisplayServer::get_singleton()->clipboard_set(text);
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} break;
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}
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}
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void EditorDebuggerTree::_file_selected(const String &p_file) {
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if (inspected_object_id.is_null()) {
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return;
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}
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emit_signal(SNAME("save_node"), inspected_object_id, p_file, debugger_id);
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}
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