/*************************************************************************/ /* editor_node.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 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" #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 "tools/editor/editor_layout_dialog.h" #include "fileserver/editor_file_server.h" #include "editor_resource_preview.h" #include "progress_dialog.h" /** @author Juan Linietsky */ typedef void (*EditorNodeInitCallback)(); class EditorNode : public Node { OBJ_TYPE( EditorNode, Node ); enum { HISTORY_SIZE=64 }; enum MenuOptions { FILE_NEW_SCENE, FILE_NEW_INHERITED_SCENE, FILE_OPEN_SCENE, FILE_SAVE_SCENE, FILE_SAVE_AS_SCENE, FILE_SAVE_BEFORE_RUN, FILE_SAVE_AND_RUN, 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_QUICK_OPEN_FILE, FILE_RUN_SCRIPT, FILE_OPEN_PREV, FILE_CLOSE, FILE_QUIT, FILE_EXTERNAL_OPEN_SCENE, EDIT_UNDO, EDIT_REDO, EDIT_REVERT, RESOURCE_NEW, RESOURCE_LOAD, RESOURCE_SAVE, RESOURCE_SAVE_AS, RESOURCE_UNREF, RESOURCE_COPY, RESOURCE_PASTE, OBJECT_COPY_PARAMS, OBJECT_PASTE_PARAMS, OBJECT_UNIQUE_RESOURCES, OBJECT_CALL_METHOD, OBJECT_REQUEST_HELP, RUN_PLAY, RUN_PAUSE, RUN_STOP, RUN_PLAY_SCENE, RUN_PLAY_NATIVE, RUN_PLAY_CUSTOM_SCENE, RUN_SCENE_SETTINGS, RUN_SETTINGS, RUN_PROJECT_MANAGER, RUN_FILE_SERVER, RUN_DEPLOY_DUMB_CLIENTS, RUN_LIVE_DEBUG, RUN_DEBUG_COLLISONS, RUN_DEBUG_NAVIGATION, RUN_DEPLOY_REMOTE_DEBUG, SETTINGS_UPDATE_ALWAYS, SETTINGS_UPDATE_CHANGES, SETTINGS_IMPORT, SETTINGS_EXPORT_PREFERENCES, SETTINGS_PREFERENCES, SETTINGS_OPTIMIZED_PRESETS, SETTINGS_LAYOUT_SAVE, SETTINGS_LAYOUT_DELETE, SETTINGS_LAYOUT_DEFAULT, SETTINGS_SHOW_ANIMATION, SETTINGS_LOAD_EXPORT_TEMPLATES, SETTINGS_HELP, SETTINGS_ABOUT, SOURCES_REIMPORT, DEPENDENCY_LOAD_CHANGED_IMAGES, DEPENDENCY_UPDATE_IMPORTED, SCENE_TAB_CLOSE, IMPORT_PLUGIN_BASE=100, OBJECT_METHOD_BASE=500 }; 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 }; //Node *edited_scene; //scene being edited Viewport *scene_root; //root of the scene being edited //Ref scene_import_metadata; Control* scene_root_parent; Control *gui_base; VBoxContainer *main_vbox; //split HSplitContainer *left_l_hsplit; VSplitContainer *left_l_vsplit; HSplitContainer *left_r_hsplit; VSplitContainer *left_r_vsplit; HSplitContainer *main_hsplit; HSplitContainer *right_hsplit; VSplitContainer *right_l_vsplit; VSplitContainer *right_r_vsplit; VSplitContainer *center_split; //main tabs Tabs *scene_tabs; int tab_closing; 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; MenuButton *debug_button; TextureProgress *audio_vu; //MenuButton *fileserver_menu; TextEdit *load_errors; AcceptDialog *load_error_dialog; Control *scene_root_base; Ref theme; 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; CreateDialog *create_dialog; CallDialog *call_dialog; ConfirmationDialog *confirmation; ConfirmationDialog *import_confirmation; ConfirmationDialog *open_recent_confirmation; AcceptDialog *accept; AcceptDialog *about; AcceptDialog *warning; Ref default_theme; PopupMenu *editor_layouts; EditorLayoutDialog *layout_dialog; AcceptDialog *confirm_error; //OptimizedPresetsDialog *optimized_presets; EditorSettingsDialog *settings_config_dialog; RunSettingsDialog *run_settings_dialog; ProjectSettings *project_settings; EditorFileDialog *file; FileDialog *file_templates; FileDialog *file_export; FileDialog *file_export_lib; FileDialog *file_script; 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; ToolButton *resource_new_button; ToolButton *resource_load_button; MenuButton *resource_save_button; MenuButton *editor_history_menu; AnimationKeyEditor *animation_editor; EditorLog *log; CenterContainer *tabs_center; EditorQuickOpen *quick_open; EditorQuickOpen *quick_run; HBoxContainer *main_editor_button_vb; Vector main_editor_buttons; Vector editor_table; EditorReImportDialog *reimport_dialog; ImportSettingsDialog *import_settings; ProgressDialog *progress_dialog; BackgroundProgress *progress_hb; DependencyErrorDialog *dependency_error; DependencyEditor *dependency_fixer; TabContainer *dock_slot[DOCK_SLOT_MAX]; Rect2 dock_select_rect[DOCK_SLOT_MAX]; int dock_select_rect_over; PopupPanel *dock_select_popoup; Control *dock_select; ToolButton *dock_tab_move_left; ToolButton *dock_tab_move_right; int dock_popup_selected; Timer *dock_drag_timer; 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; uint64_t last_checked_version; bool unsaved_cache; String open_navigate; bool changing_scene; uint32_t circle_step_msec; uint64_t circle_step_frame; int circle_step; Vector 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; EditorResourcePreview *resource_preview; EditorFileServer *file_server; String external_file; List 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_created(); 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 _select_history(int p_idx); void _prepare_history(); 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 _update_scene_tabs(); void _close_messages(); void _show_messages(); void _vp_resized(); void _rebuild_import_menu(); void _save_scene(String p_file); void _instance_request(const String& p_path); void _property_keyed(const String& p_keyed, const Variant& p_value, bool p_advance); 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& strings); bool _find_editing_changed_scene(Node *p_from); String import_reload_fn; Set file_dialogs; Set editor_file_dialogs; Map > icon_type_cache; static Ref _file_dialog_get_icon(const String& p_path); static void _file_dialog_register(FileDialog *p_dialog); static void _file_dialog_unregister(FileDialog *p_dialog); static void _editor_file_dialog_register(EditorFileDialog *p_dialog); static void _editor_file_dialog_unregister(EditorFileDialog *p_dialog); void _cleanup_scene(); void _remove_edited_scene(); void _remove_scene(int index); bool _find_and_save_resource(RES p_res,Map& processed,int32_t flags); bool _find_and_save_edited_subresources(Object *obj,Map& processed,int32_t flags); void _save_edited_subresources(Node* scene,Map& processed,int32_t flags); void _find_node_types(Node* p_node, int&count_2d, int&count_3d); void _save_scene_with_preview(String p_file); Map > dependency_errors; static void _dependency_error_report(void *ud,const String& p_path,const String& p_dep,const String& p_type) { EditorNode*en=(EditorNode*)ud; if (!en->dependency_errors.has(p_path)) en->dependency_errors[p_path]=Set(); en->dependency_errors[p_path].insert(p_dep+"::"+p_type); } struct ExportDefer { String platform; String path; bool debug; String password; } export_defer; static EditorNode *singleton; static Vector _init_callbacks; bool _find_scene_in_use(Node* p_node,const String& p_path) const; void _dock_select_input(const InputEvent& p_input); void _dock_move_left(); void _dock_move_right(); void _dock_select_draw(); void _dock_pre_popup(int p_which); void _dock_split_dragged(int ofs); void _dock_popup_exit(); void _scene_tab_changed(int p_tab); void _scene_tab_closed(int p_tab); void _scene_tab_script_edited(int p_tab); Dictionary _get_main_scene_state(); void _set_main_scene_state(Dictionary p_state); int _get_current_main_editor(); void _save_docks(); void _load_docks(); void _save_docks_to_config(Ref p_layout, const String& p_section); void _load_docks_from_config(Ref p_layout, const String& p_section); void _update_layouts_menu(); void _layout_menu_option(int p_idx); protected: void _notification(int p_what); static void _bind_methods(); public: static EditorNode* get_singleton() { return singleton; } 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); void add_editor_import_plugin(const Ref& p_editor_import); void remove_editor_import_plugin(const Ref& p_editor_import); void edit_node(Node *p_node); void edit_resource(const Ref& p_resource); void open_resource(const String& p_type=""); void save_resource_in_path(const Ref& p_resource,const String& p_path); void save_resource(const Ref& p_resource); void save_resource_as(const Ref& p_resource); static bool has_unsaved_changes() { return singleton->unsaved_cache; } 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); bool is_changing_scene() const; 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); void set_edited_scene(Node *p_scene); Node *get_edited_scene() { return editor_data.get_edited_scene_root(); } 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 fix_dependencies(const String& p_for_file); void clear_scene() { _cleanup_scene(); } Error load_scene(const String& p_scene, bool p_ignore_broken_deps=false, bool p_set_inherited=false); Error load_resource(const String& p_scene); bool is_scene_open(const String& p_path); void set_current_version(uint64_t p_version); void set_current_scene(int p_idx); 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 get_editor_theme() const { return theme; } void show_warning(const String& p_text); 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(); 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); void scan_import_changes(); void save_layout(); EditorNode(); ~EditorNode(); void get_singleton(const char* arg1, bool arg2); static void add_init_callback(EditorNodeInitCallback p_callback) { _init_callbacks.push_back(p_callback); } }; 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