godot/tools/editor/editor_node.h

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/*************************************************************************/
/* editor_node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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_NODE_H
#define EDITOR_NODE_H
#include "scene/gui/control.h"
#include "scene/gui/panel.h"
#include "scene/gui/tool_button.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/tree.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/separator.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/split_container.h"
#include "scene/gui/center_container.h"
#include "scene/gui/texture_progress.h"
#include "tools/editor/scenes_dock.h"
#include "tools/editor/scene_tree_editor.h"
#include "tools/editor/property_editor.h"
#include "tools/editor/create_dialog.h"
#include "tools/editor/call_dialog.h"
#include "tools/editor/reparent_dialog.h"
#include "tools/editor/connections_dialog.h"
#include "tools/editor/settings_config_dialog.h"
#include "tools/editor/groups_editor.h"
#include "tools/editor/editor_data.h"
#include "tools/editor/editor_path.h"
#include "tools/editor/editor_run.h"
#include "tools/editor/pane_drag.h"
#include "tools/editor/animation_editor.h"
#include "tools/editor/script_create_dialog.h"
#include "tools/editor/run_settings_dialog.h"
#include "tools/editor/project_settings.h"
#include "tools/editor/project_export.h"
#include "tools/editor/editor_log.h"
#include "tools/editor/scene_tree_dock.h"
#include "tools/editor/resources_dock.h"
#include "tools/editor/optimized_save_dialog.h"
#include "tools/editor/editor_run_script.h"
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#include "tools/editor/editor_run_native.h"
#include "scene/gui/tabs.h"
#include "tools/editor/quick_open.h"
#include "tools/editor/project_export.h"
#include "tools/editor/editor_sub_scene.h"
#include "editor_import_export.h"
#include "editor_reimport_dialog.h"
#include "import_settings.h"
#include "tools/editor/editor_plugin.h"
#include "fileserver/editor_file_server.h"
#include "progress_dialog.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
typedef void (*EditorNodeInitCallback)();
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class EditorNode : public Node {
OBJ_TYPE( EditorNode, Node );
enum {
HISTORY_SIZE=64
};
enum MenuOptions {
FILE_NEW_SCENE,
FILE_OPEN_SCENE,
FILE_SAVE_SCENE,
FILE_SAVE_AS_SCENE,
FILE_IMPORT_SUBSCENE,
FILE_EXPORT_PROJECT,
FILE_EXPORT_MESH_LIBRARY,
FILE_EXPORT_TILESET,
FILE_SAVE_OPTIMIZED,
FILE_SAVE_SUBSCENE,
FILE_DUMP_STRINGS,
FILE_OPEN_RECENT,
FILE_OPEN_OLD_SCENE,
FILE_QUICK_OPEN_SCENE,
FILE_QUICK_OPEN_SCRIPT,
FILE_RUN_SCRIPT,
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FILE_OPEN_PREV,
FILE_QUIT,
FILE_EXTERNAL_OPEN_SCENE,
EDIT_UNDO,
EDIT_REDO,
RESOURCE_NEW,
RESOURCE_LOAD,
RESOURCE_SAVE,
RESOURCE_SAVE_AS,
RESOURCE_UNREF,
RESOURCE_COPY,
OBJECT_COPY_PARAMS,
OBJECT_PASTE_PARAMS,
OBJECT_UNIQUE_RESOURCES,
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OBJECT_CALL_METHOD,
OBJECT_REQUEST_HELP,
RUN_PLAY,
RUN_PAUSE,
RUN_STOP,
RUN_PLAY_SCENE,
RUN_PLAY_CUSTOM_SCENE,
RUN_SCENE_SETTINGS,
RUN_SETTINGS,
RUN_PROJECT_MANAGER,
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RUN_FILE_SERVER,
RUN_DEPLOY_DUMB_CLIENTS,
SETTINGS_UPDATE_ALWAYS,
SETTINGS_UPDATE_CHANGES,
SETTINGS_IMPORT,
SETTINGS_EXPORT_PREFERENCES,
SETTINGS_PREFERENCES,
SETTINGS_OPTIMIZED_PRESETS,
SETTINGS_SHOW_ANIMATION,
SETTINGS_LOAD_EXPORT_TEMPLATES,
SETTINGS_HELP,
SETTINGS_ABOUT,
SOURCES_REIMPORT,
DEPENDENCY_LOAD_CHANGED_IMAGES,
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DEPENDENCY_UPDATE_IMPORTED,
IMPORT_PLUGIN_BASE=100,
OBJECT_METHOD_BASE=500
};
Node *edited_scene; //scene being edited
Viewport *scene_root; //root of the scene being edited
Ref<ResourceImportMetadata> scene_import_metadata;
Control* scene_root_parent;
Control *gui_base;
VBoxContainer *main_vbox;
HSplitContainer *main_split;
VSplitContainer *left_split;
int old_split_ofs;
VSplitContainer *top_split;
HBoxContainer *bottom_hb;
Control *vp_base;
PaneDrag *pd;
//PaneDrag *pd_anim;
TextureButton *anim_close;
Panel *menu_panel;
HSplitContainer *editor_hsplit;
VSplitContainer *editor_vsplit;
HBoxContainer *menu_hb;
Control *viewport;
MenuButton *file_menu;
MenuButton *import_menu;
ToolButton *export_button;
ToolButton *prev_scene;
MenuButton *object_menu;
MenuButton *settings_menu;
ToolButton *play_button;
MenuButton *native_play_button;
ToolButton *pause_button;
ToolButton *stop_button;
ToolButton *run_settings_button;
ToolButton *animation_menu;
ToolButton *play_scene_button;
ToolButton *play_custom_scene_button;
TextureProgress *audio_vu;
MenuButton *fileserver_menu;
TextEdit *load_errors;
AcceptDialog *load_error_dialog;
Control *scene_root_base;
Ref<Theme> theme;
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PopupMenu *recent_scenes;
Button *property_back;
Button *property_forward;
SceneTreeDock *scene_tree_dock;
ResourcesDock *resources_dock;
PropertyEditor *property_editor;
ScenesDock *scenes_dock;
EditorRunNative *run_native;
CallDialog *call_dialog;
ConfirmationDialog *confirmation;
ConfirmationDialog *import_confirmation;
ConfirmationDialog *open_recent_confirmation;
AcceptDialog *accept;
AcceptDialog *about;
//OptimizedPresetsDialog *optimized_presets;
EditorSettingsDialog *settings_config_dialog;
RunSettingsDialog *run_settings_dialog;
ProjectSettings *project_settings;
FileDialog *file;
FileDialog *file_templates;
FileDialog *file_export;
FileDialog *file_export_lib;
FileDialog *file_script;
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CheckButton *file_export_check;
CheckButton *file_export_lib_merge;
LineEdit *file_export_password;
String current_path;
MenuButton *update_menu;
ToolButton *sources_button;
TabContainer *prop_pallete;
TabContainer *top_pallete;
String defer_load_scene;
String defer_translatable;
String defer_optimize;
String defer_optimize_preset;
String defer_export;
String defer_export_platform;
bool defer_export_debug;
Node *_last_instanced_scene;
PanelContainer *animation_panel;
HBoxContainer *animation_panel_hb;
VBoxContainer *animation_vb;
EditorPath *editor_path;
AnimationKeyEditor *animation_editor;
EditorLog *log;
CenterContainer *tabs_center;
EditorQuickOpen *quick_open;
EditorQuickOpen *quick_run;
Tabs *main_editor_tabs;
Vector<EditorPlugin*> editor_table;
EditorReImportDialog *reimport_dialog;
ImportSettingsDialog *import_settings;
ProgressDialog *progress_dialog;
BackgroundProgress *progress_hb;
String _tmp_import_path;
EditorImportExport *editor_import_export;
Object *current;
bool _playing_edited;
bool reference_resource_mem;
bool save_external_resources_mem;
uint64_t saved_version;
bool unsaved_cache;
String open_navigate;
uint32_t circle_step_msec;
uint64_t circle_step_frame;
int circle_step;
Vector<EditorPlugin*> editor_plugins;
EditorPlugin *editor_plugin_screen;
EditorPlugin *editor_plugin_over;
EditorHistory editor_history;
EditorData editor_data;
EditorRun editor_run;
EditorSelection *editor_selection;
ProjectExport *project_export;
ProjectExportDialog *project_export_settings;
EditorFileServer *file_server;
String external_file;
List<String> previous_scenes;
bool opening_prev;
void _dialog_action(String p_file);
void _edit_current();
void _dialog_display_file_error(String p_file,Error p_error);
int current_option;
//void _animation_visibility_toggle();
void _resource_selected(const RES& p_res,const String& p_property="");
void _menu_option(int p_option);
void _menu_confirm_current();
void _menu_option_confirm(int p_option,bool p_confirmed);
void _property_editor_forward();
void _property_editor_back();
void _fs_changed();
void _sources_changed(bool p_exist);
void _imported(Node *p_node);
void _node_renamed();
void _editor_select(int p_which);
void _set_scene_metadata();
void _get_scene_metadata();
void _update_title();
void _close_messages();
void _show_messages();
void _vp_resized();
void _save_scene(String p_file);
void _instance_request(const String& p_path);
void _property_keyed(const String& p_keyed,const Variant& p_value);
void _transform_keyed(Object *sp,const String& p_sub,const Transform& p_key);
void _update_keying();
void _hide_top_editors();
void _quick_opened(const String& p_resource);
void _quick_run(const String& p_resource);
void _run(bool p_current=false, const String &p_custom="");
void _save_optimized();
void _import_action(const String& p_action);
void _import(const String &p_file);
void _add_to_recent_scenes(const String& p_scene);
void _update_recent_scenes();
void _open_recent_scene(int p_idx);
void _open_recent_scene_confirm();
String _recent_scene;
bool convert_old;
void _unhandled_input(const InputEvent& p_event);
static void _load_error_notify(void* p_ud,const String& p_text);
bool has_main_screen() const { return true; }
void _fetch_translatable_strings(const Object *p_object,Set<StringName>& strings);
bool _find_editing_changed_scene(Node *p_from);
String import_reload_fn;
Set<FileDialog*> file_dialogs;
Map<String,Ref<Texture> > icon_type_cache;
static Ref<Texture> _file_dialog_get_icon(const String& p_path);
static void _file_dialog_register(FileDialog *p_dialog);
static void _file_dialog_unregister(FileDialog *p_dialog);
void _cleanup_scene();
bool _find_and_save_edited_subresources(Object *obj,Set<RES>& processed,int32_t flags);
void _save_edited_subresources(Node* scene,Set<RES>& processed,int32_t flags);
struct ExportDefer {
String platform;
String path;
bool debug;
String password;
} export_defer;
static EditorNode *singleton;
static Vector<EditorNodeInitCallback> _init_callbacks;
bool _find_scene_in_use(Node* p_node,const String& p_path) const;
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
static EditorNode* get_singleton() { return singleton; }
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EditorPlugin *get_editor_plugin_screen() { return editor_plugin_screen; }
EditorPlugin *get_editor_plugin_over() { return editor_plugin_over; }
PropertyEditor *get_property_editor() { return property_editor; }
static void add_editor_plugin(EditorPlugin *p_editor);
static void remove_editor_plugin(EditorPlugin *p_editor);
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void edit_node(Node *p_node);
void edit_resource(const Ref<Resource>& p_resource);
void open_resource(const String& p_type="");
void save_resource(const Ref<Resource>& p_resource);
void save_resource_as(const Ref<Resource>& p_resource);
static bool has_unsaved_changes() { return singleton->unsaved_cache; }
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static HBoxContainer *get_menu_hb() { return singleton->menu_hb; }
void push_item(Object *p_object,const String& p_property="");
void open_request(const String& p_path);
void set_edited_scene(Node *p_scene);
static EditorLog *get_log() { return singleton->log; }
Control* get_viewport();
AnimationKeyEditor *get_animation_editor() const { return animation_editor; }
Control *get_animation_panel() { return animation_vb; }
HBoxContainer *get_animation_panel_hb() { return animation_panel_hb; }
void animation_editor_make_visible(bool p_visible);
void hide_animation_player_editors();
void animation_panel_make_visible(bool p_visible);
Node *get_edited_scene() { return edited_scene; }
Viewport *get_scene_root() { return scene_root; } //root of the scene being edited
Error save_optimized_copy(const String& p_scene,const String& p_preset);
void clear_scene() { _cleanup_scene(); }
Error load_scene(const String& p_scene);
Error load_resource(const String& p_scene);
static EditorData& get_editor_data() { return singleton->editor_data; }
static VSplitContainer *get_top_split() { return singleton->top_split; }
Node* request_instance_scene(const String &p_path);
ScenesDock *get_scenes_dock();
static UndoRedo* get_undo_redo() { return &singleton->editor_data.get_undo_redo(); }
EditorSelection *get_editor_selection() { return editor_selection; }
Error save_translatable_strings(const String& p_to_file);
void set_convert_old_scene(bool p_old) { convert_old=p_old; }
void notify_child_process_exited();
void stop_child_process();
Ref<Theme> get_editor_theme() const { return theme; }
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Error export_platform(const String& p_platform, const String& p_path, bool p_debug,const String& p_password,bool p_quit_after=false);
static void register_editor_types();
static void unregister_editor_types();
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Control *get_gui_base() { return gui_base; }
static void add_io_error(const String& p_error);
static void progress_add_task(const String& p_task,const String& p_label, int p_steps);
static void progress_task_step(const String& p_task,const String& p_state, int p_step=-1);
static void progress_end_task(const String& p_task);
static void progress_add_task_bg(const String& p_task,const String& p_label, int p_steps);
static void progress_task_step_bg(const String& p_task,int p_step=-1);
static void progress_end_task_bg(const String& p_task);
void save_scene(String p_file) { _save_scene(p_file); }
bool is_scene_in_use(const String& p_path);
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void scan_import_changes();
EditorNode();
~EditorNode();
void get_singleton(const char* arg1, bool arg2);
static void add_init_callback(EditorNodeInitCallback p_callback) { _init_callbacks.push_back(p_callback); }
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};
struct EditorProgress {
String task;
void step(const String& p_state, int p_step=-1) { EditorNode::progress_task_step(task,p_state,p_step); }
EditorProgress(const String& p_task,const String& p_label,int p_amount) { EditorNode::progress_add_task(p_task,p_label,p_amount); task=p_task; }
~EditorProgress() { EditorNode::progress_end_task(task); }
};
struct EditorProgressBG {
String task;
void step(int p_step=-1) { EditorNode::progress_task_step_bg(task,p_step); }
EditorProgressBG(const String& p_task,const String& p_label,int p_amount) { EditorNode::progress_add_task_bg(p_task,p_label,p_amount); task=p_task; }
~EditorProgressBG() { EditorNode::progress_end_task_bg(task); }
};
#endif