godot/tools/editor/editor_plugin.h

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/*************************************************************************/
/* editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 "scene/main/node.h"
#include "scene/resources/texture.h"
#include "undo_redo.h"
#include "io/config_file.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class EditorNode;
class Spatial;
class Camera;
class EditorSelection;
class EditorImportExport;
class EditorSettings;
class SpatialEditorGizmo;
class EditorImportPlugin;
class EditorExportPlugin;
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class EditorPlugin : public Node {
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OBJ_TYPE( EditorPlugin, Node );
friend class EditorData;
UndoRedo *undo_redo;
UndoRedo* _get_undo_redo() { return undo_redo; }
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,
CONTAINER_SPATIAL_EDITOR_BOTTOM,
CONTAINER_CANVAS_EDITOR_MENU,
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CONTAINER_CANVAS_EDITOR_SIDE,
CONTAINER_CANVAS_EDITOR_BOTTOM,
CONTAINER_PROPERTY_EDITOR_BOTTOM
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};
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
};
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//TODO: send a resoucre for editing to the editor node?
void add_control_to_container(CustomControlContainer p_location, Control *p_control);
void 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);
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virtual Ref<SpatialEditorGizmo> create_spatial_gizmo(Spatial* p_spatial);
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virtual bool forward_input_event(const InputEvent& p_event);
virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event);
virtual String get_name() 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_node) 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 te 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
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Control *get_base_control();
void add_import_plugin(const Ref<EditorImportPlugin>& p_editor_import);
void remove_import_plugin(const Ref<EditorImportPlugin>& p_editor_import);
void add_export_plugin(const Ref<EditorExportPlugin>& p_editor_export);
void remove_export_plugin(const Ref<EditorExportPlugin>& p_editor_export);
EditorSelection* get_selection();
//EditorImportExport *get_import_export();
EditorSettings *get_editor_settings();
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virtual void restore_global_state();
virtual void save_global_state();
EditorPlugin();
virtual ~EditorPlugin();
};
VARIANT_ENUM_CAST( EditorPlugin::CustomControlContainer );
VARIANT_ENUM_CAST( EditorPlugin::DockSlot );
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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