Merge pull request #81655 from nlupugla/editor-interface-can-popup-dialogs

Expose `SceneTreeDialog` and `PropertySelector` via `EditorInterface`
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Rémi Verschelde 2024-02-08 10:53:13 +01:00
commit 163c00eb4d
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3 changed files with 154 additions and 0 deletions

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@ -295,6 +295,47 @@
See also [method Window.set_unparent_when_invisible].
</description>
</method>
<method name="popup_node_selector">
<return type="void" />
<param index="0" name="callback" type="Callable" />
<param index="1" name="valid_types" type="StringName[]" default="[]" />
<description>
Pops up an editor dialog for selecting a [Node] from the edited scene. The [param callback] must take a single argument of type [NodePath]. It is called on the selected [NodePath] or the empty path [code]^""[/code] if the dialog is canceled. If [param valid_types] is provided, the dialog will only show Nodes that match one of the listed Node types.
[b]Example:[/b]
[codeblock]
func _ready():
if Engine.is_editor_hint():
EditorInterface.popup_node_selector(_on_node_selected, ["Button"])
func _on_node_selected(node_path):
if node_path.is_empty():
print("node selection canceled")
else:
print("selected ", node_path)
[/codeblock]
</description>
</method>
<method name="popup_property_selector">
<return type="void" />
<param index="0" name="object" type="Object" />
<param index="1" name="callback" type="Callable" />
<param index="2" name="type_filter" type="PackedInt32Array" default="PackedInt32Array()" />
<description>
Pops up an editor dialog for selecting properties from [param object]. The [param callback] must take a single argument of type [NodePath]. It is called on the selected property path (see [method NodePath.get_as_property_path]) or the empty path [code]^""[/code] if the dialog is canceled. If [param type_filter] is provided, the dialog will only show properties that match one of the listed [enum Variant.Type] values.
[b]Example:[/b]
[codeblock]
func _ready():
if Engine.is_editor_hint():
EditorInterface.popup_property_selector(this, _on_property_selected, [TYPE_INT])
func _on_property_selected(property_path):
if property_path.is_empty():
print("property selection canceled")
else:
print("selected ", property_path)
[/codeblock]
</description>
</method>
<method name="reload_scene_from_path">
<return type="void" />
<param index="0" name="scene_filepath" type="String" />

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@ -39,8 +39,10 @@
#include "editor/editor_undo_redo_manager.h"
#include "editor/filesystem_dock.h"
#include "editor/gui/editor_run_bar.h"
#include "editor/gui/scene_tree_editor.h"
#include "editor/inspector_dock.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "editor/property_selector.h"
#include "editor/themes/editor_scale.h"
#include "main/main.h"
#include "scene/gui/box_container.h"
@ -267,6 +269,93 @@ void EditorInterface::set_current_feature_profile(const String &p_profile_name)
EditorFeatureProfileManager::get_singleton()->set_current_profile(p_profile_name, true);
}
// Editor dialogs.
void EditorInterface::popup_node_selector(const Callable &p_callback, const TypedArray<StringName> &p_valid_types) {
// TODO: Should reuse dialog instance instead of creating a fresh one, but need to rework set_valid_types first.
if (node_selector) {
node_selector->disconnect(SNAME("selected"), callable_mp(this, &EditorInterface::_node_selected).bind(p_callback));
node_selector->disconnect(SNAME("canceled"), callable_mp(this, &EditorInterface::_node_selection_canceled).bind(p_callback));
get_base_control()->remove_child(node_selector);
node_selector->queue_free();
}
node_selector = memnew(SceneTreeDialog);
Vector<StringName> valid_types;
int length = p_valid_types.size();
valid_types.resize(length);
for (int i = 0; i < length; i++) {
valid_types.write[i] = p_valid_types[i];
}
node_selector->set_valid_types(valid_types);
get_base_control()->add_child(node_selector);
node_selector->popup_scenetree_dialog();
const Callable selected_callback = callable_mp(this, &EditorInterface::_node_selected).bind(p_callback);
node_selector->connect(SNAME("selected"), selected_callback, CONNECT_DEFERRED);
const Callable canceled_callback = callable_mp(this, &EditorInterface::_node_selection_canceled).bind(p_callback);
node_selector->connect(SNAME("canceled"), canceled_callback, CONNECT_DEFERRED);
}
void EditorInterface::popup_property_selector(Object *p_object, const Callable &p_callback, const PackedInt32Array &p_type_filter) {
// TODO: Should reuse dialog instance instead of creating a fresh one, but need to rework set_type_filter first.
if (property_selector) {
property_selector->disconnect(SNAME("selected"), callable_mp(this, &EditorInterface::_property_selected).bind(p_callback));
property_selector->disconnect(SNAME("canceled"), callable_mp(this, &EditorInterface::_property_selection_canceled).bind(p_callback));
get_base_control()->remove_child(property_selector);
property_selector->queue_free();
}
property_selector = memnew(PropertySelector);
Vector<Variant::Type> type_filter;
int length = p_type_filter.size();
type_filter.resize(length);
for (int i = 0; i < length; i++) {
type_filter.write[i] = (Variant::Type)p_type_filter[i];
}
property_selector->set_type_filter(type_filter);
get_base_control()->add_child(property_selector);
property_selector->select_property_from_instance(p_object);
const Callable selected_callback = callable_mp(this, &EditorInterface::_property_selected).bind(p_callback);
property_selector->connect(SNAME("selected"), selected_callback, CONNECT_DEFERRED);
const Callable canceled_callback = callable_mp(this, &EditorInterface::_property_selection_canceled).bind(p_callback);
property_selector->connect(SNAME("canceled"), canceled_callback, CONNECT_DEFERRED);
}
void EditorInterface::_node_selected(const NodePath &p_node_path, const Callable &p_callback) {
const NodePath path = get_edited_scene_root()->get_path().rel_path_to(p_node_path);
_call_dialog_callback(p_callback, path, "node selected");
}
void EditorInterface::_node_selection_canceled(const Callable &p_callback) {
_call_dialog_callback(p_callback, NodePath(), "node selection canceled");
}
void EditorInterface::_property_selected(const String &p_property_name, const Callable &p_callback) {
_call_dialog_callback(p_callback, NodePath(p_property_name).get_as_property_path(), "property selected");
}
void EditorInterface::_property_selection_canceled(const Callable &p_callback) {
_call_dialog_callback(p_callback, NodePath(), "property selection canceled");
}
void EditorInterface::_call_dialog_callback(const Callable &p_callback, const Variant &p_selected, const String &p_context) {
Callable::CallError ce;
Variant ret;
const Variant *args[1] = { &p_selected };
p_callback.callp(args, 1, ret, ce);
if (ce.error != Callable::CallError::CALL_OK) {
ERR_PRINT(vformat("Error calling %s callback: %s", p_context, Variant::get_callable_error_text(p_callback, args, 1, ce)));
}
}
// Editor docks.
FileSystemDock *EditorInterface::get_file_system_dock() const {
@ -463,6 +552,11 @@ void EditorInterface::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distraction_free_mode"), "set_distraction_free_mode", "is_distraction_free_mode_enabled");
// Editor dialogs.
ClassDB::bind_method(D_METHOD("popup_node_selector", "callback", "valid_types"), &EditorInterface::popup_node_selector, DEFVAL(TypedArray<StringName>()));
ClassDB::bind_method(D_METHOD("popup_property_selector", "object", "callback", "type_filter"), &EditorInterface::popup_property_selector, DEFVAL(PackedInt32Array()));
// Editor docks.
ClassDB::bind_method(D_METHOD("get_file_system_dock"), &EditorInterface::get_file_system_dock);

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@ -48,6 +48,8 @@ class EditorSettings;
class FileSystemDock;
class Mesh;
class Node;
class PropertySelector;
class SceneTreeDialog;
class ScriptEditor;
class SubViewport;
class Texture2D;
@ -60,6 +62,17 @@ class EditorInterface : public 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);
@ -111,6 +124,12 @@ public:
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;