godot/editor/plugins/canvas_item_editor_plugin.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

633 lines
19 KiB
C++

/**************************************************************************/
/* canvas_item_editor_plugin.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 CANVAS_ITEM_EDITOR_PLUGIN_H
#define CANVAS_ITEM_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "scene/gui/base_button.h"
#include "scene/gui/box_container.h"
class AcceptDialog;
class CanvasItemEditorViewport;
class ConfirmationDialog;
class EditorData;
class EditorZoomWidget;
class HScrollBar;
class HSplitContainer;
class MenuButton;
class PanelContainer;
class ViewPanner;
class VScrollBar;
class VSplitContainer;
class CanvasItemEditorSelectedItem : public Object {
GDCLASS(CanvasItemEditorSelectedItem, Object);
public:
Transform2D prev_xform;
real_t prev_rot = 0;
Rect2 prev_rect;
Vector2 prev_pivot;
real_t prev_anchors[4] = { (real_t)0.0 };
Transform2D pre_drag_xform;
Rect2 pre_drag_rect;
List<real_t> pre_drag_bones_length;
List<Dictionary> pre_drag_bones_undo_state;
Dictionary undo_state;
CanvasItemEditorSelectedItem() {}
};
class CanvasItemEditor : public VBoxContainer {
GDCLASS(CanvasItemEditor, VBoxContainer);
public:
enum Tool {
TOOL_SELECT,
TOOL_LIST_SELECT,
TOOL_MOVE,
TOOL_SCALE,
TOOL_ROTATE,
TOOL_EDIT_PIVOT,
TOOL_PAN,
TOOL_RULER,
TOOL_MAX
};
enum AddNodeOption {
ADD_NODE,
ADD_INSTANCE,
ADD_PASTE,
ADD_MOVE,
};
private:
enum SnapTarget {
SNAP_TARGET_NONE = 0,
SNAP_TARGET_PARENT,
SNAP_TARGET_SELF_ANCHORS,
SNAP_TARGET_SELF,
SNAP_TARGET_OTHER_NODE,
SNAP_TARGET_GUIDE,
SNAP_TARGET_GRID,
SNAP_TARGET_PIXEL
};
enum MenuOption {
SNAP_USE,
SNAP_USE_NODE_PARENT,
SNAP_USE_NODE_ANCHORS,
SNAP_USE_NODE_SIDES,
SNAP_USE_NODE_CENTER,
SNAP_USE_OTHER_NODES,
SNAP_USE_GRID,
SNAP_USE_GUIDES,
SNAP_USE_ROTATION,
SNAP_USE_SCALE,
SNAP_RELATIVE,
SNAP_CONFIGURE,
SNAP_USE_PIXEL,
SHOW_HELPERS,
SHOW_RULERS,
SHOW_GUIDES,
SHOW_ORIGIN,
SHOW_VIEWPORT,
SHOW_EDIT_LOCKS,
SHOW_TRANSFORMATION_GIZMOS,
LOCK_SELECTED,
UNLOCK_SELECTED,
GROUP_SELECTED,
UNGROUP_SELECTED,
ANIM_INSERT_KEY,
ANIM_INSERT_KEY_EXISTING,
ANIM_INSERT_POS,
ANIM_INSERT_ROT,
ANIM_INSERT_SCALE,
ANIM_COPY_POSE,
ANIM_PASTE_POSE,
ANIM_CLEAR_POSE,
CLEAR_GUIDES,
VIEW_CENTER_TO_SELECTION,
VIEW_FRAME_TO_SELECTION,
PREVIEW_CANVAS_SCALE,
SKELETON_MAKE_BONES,
SKELETON_SHOW_BONES
};
enum DragType {
DRAG_NONE,
DRAG_BOX_SELECTION,
DRAG_LEFT,
DRAG_TOP_LEFT,
DRAG_TOP,
DRAG_TOP_RIGHT,
DRAG_RIGHT,
DRAG_BOTTOM_RIGHT,
DRAG_BOTTOM,
DRAG_BOTTOM_LEFT,
DRAG_ANCHOR_TOP_LEFT,
DRAG_ANCHOR_TOP_RIGHT,
DRAG_ANCHOR_BOTTOM_RIGHT,
DRAG_ANCHOR_BOTTOM_LEFT,
DRAG_ANCHOR_ALL,
DRAG_QUEUED,
DRAG_MOVE,
DRAG_MOVE_X,
DRAG_MOVE_Y,
DRAG_SCALE_X,
DRAG_SCALE_Y,
DRAG_SCALE_BOTH,
DRAG_ROTATE,
DRAG_PIVOT,
DRAG_V_GUIDE,
DRAG_H_GUIDE,
DRAG_DOUBLE_GUIDE,
DRAG_KEY_MOVE
};
enum GridVisibility {
GRID_VISIBILITY_SHOW,
GRID_VISIBILITY_SHOW_WHEN_SNAPPING,
GRID_VISIBILITY_HIDE,
};
bool selection_menu_additive_selection = false;
Tool tool = TOOL_SELECT;
Control *viewport = nullptr;
Control *viewport_scrollable = nullptr;
HScrollBar *h_scroll = nullptr;
VScrollBar *v_scroll = nullptr;
// Used for secondary menu items which are displayed depending on the currently selected node
// (such as MeshInstance's "Mesh" menu).
PanelContainer *context_menu_panel = nullptr;
HBoxContainer *context_menu_hbox = nullptr;
Transform2D transform;
GridVisibility grid_visibility = GRID_VISIBILITY_SHOW_WHEN_SNAPPING;
bool show_rulers = true;
bool show_guides = true;
bool show_origin = true;
bool show_viewport = true;
bool show_helpers = false;
bool show_edit_locks = true;
bool show_transformation_gizmos = true;
real_t zoom = 1.0;
Point2 view_offset;
Point2 previous_update_view_offset;
bool selected_from_canvas = false;
Point2 grid_offset;
Point2 grid_step = Point2(8, 8); // A power-of-two value works better as a default.
int primary_grid_steps = 8;
int grid_step_multiplier = 0;
real_t snap_rotation_step = Math::deg_to_rad(15.0);
real_t snap_rotation_offset = 0.0;
real_t snap_scale_step = 0.1f;
bool smart_snap_active = false;
bool grid_snap_active = false;
bool snap_node_parent = true;
bool snap_node_anchors = true;
bool snap_node_sides = true;
bool snap_node_center = true;
bool snap_other_nodes = true;
bool snap_guides = true;
bool snap_rotation = false;
bool snap_scale = false;
bool snap_relative = false;
// Enable pixel snapping even if pixel snap rendering is disabled in the Project Settings.
// This results in crisper visuals by preventing 2D nodes from being placed at subpixel coordinates.
bool snap_pixel = true;
bool key_pos = true;
bool key_rot = true;
bool key_scale = false;
bool pan_pressed = false;
bool ruler_tool_active = false;
Point2 ruler_tool_origin;
Point2 node_create_position;
MenuOption last_option;
struct _SelectResult {
CanvasItem *item = nullptr;
real_t z_index = 0;
bool has_z = true;
_FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const {
return has_z && p_rr.has_z ? p_rr.z_index < z_index : p_rr.has_z;
}
};
Vector<_SelectResult> selection_results;
struct _HoverResult {
Point2 position;
Ref<Texture2D> icon;
String name;
};
Vector<_HoverResult> hovering_results;
struct BoneList {
Transform2D xform;
real_t length = 0;
uint64_t last_pass = 0;
};
uint64_t bone_last_frame = 0;
struct BoneKey {
ObjectID from;
ObjectID to;
_FORCE_INLINE_ bool operator<(const BoneKey &p_key) const {
if (from == p_key.from) {
return to < p_key.to;
} else {
return from < p_key.from;
}
}
};
HashMap<BoneKey, BoneList> bone_list;
struct PoseClipboard {
Vector2 pos;
Vector2 scale;
real_t rot = 0;
ObjectID id;
};
List<PoseClipboard> pose_clipboard;
Button *select_button = nullptr;
Button *move_button = nullptr;
Button *scale_button = nullptr;
Button *rotate_button = nullptr;
Button *list_select_button = nullptr;
Button *pivot_button = nullptr;
Button *pan_button = nullptr;
Button *ruler_button = nullptr;
Button *smart_snap_button = nullptr;
Button *grid_snap_button = nullptr;
MenuButton *snap_config_menu = nullptr;
PopupMenu *smartsnap_config_popup = nullptr;
Button *lock_button = nullptr;
Button *unlock_button = nullptr;
Button *group_button = nullptr;
Button *ungroup_button = nullptr;
MenuButton *skeleton_menu = nullptr;
Button *override_camera_button = nullptr;
MenuButton *view_menu = nullptr;
PopupMenu *grid_menu = nullptr;
HBoxContainer *animation_hb = nullptr;
MenuButton *animation_menu = nullptr;
Button *key_loc_button = nullptr;
Button *key_rot_button = nullptr;
Button *key_scale_button = nullptr;
Button *key_insert_button = nullptr;
Button *key_auto_insert_button = nullptr;
PopupMenu *selection_menu = nullptr;
PopupMenu *add_node_menu = nullptr;
Control *top_ruler = nullptr;
Control *left_ruler = nullptr;
Point2 drag_start_origin;
DragType drag_type = DRAG_NONE;
Point2 drag_from;
Point2 drag_to;
Point2 drag_rotation_center;
List<CanvasItem *> drag_selection;
int dragged_guide_index = -1;
Point2 dragged_guide_pos;
bool is_hovering_h_guide = false;
bool is_hovering_v_guide = false;
bool updating_value_dialog = false;
Transform2D original_transform;
Point2 box_selecting_to;
Ref<StyleBoxTexture> select_sb;
Ref<Texture2D> select_handle;
Ref<Texture2D> anchor_handle;
Ref<Shortcut> drag_pivot_shortcut;
Ref<Shortcut> set_pivot_shortcut;
Ref<Shortcut> multiply_grid_step_shortcut;
Ref<Shortcut> divide_grid_step_shortcut;
Ref<ViewPanner> panner;
bool warped_panning = true;
int pan_speed = 20;
void _scroll_callback(Vector2 p_scroll_vec, bool p_alt);
void _pan_callback(Vector2 p_scroll_vec);
void _zoom_callback(Vector2 p_scroll_vec, Vector2 p_origin, bool p_alt);
bool _is_node_locked(const Node *p_node);
bool _is_node_movable(const Node *p_node, bool p_popup_warning = false);
void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<_SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _get_canvas_items_at_pos(const Point2 &p_pos, Vector<_SelectResult> &r_items, bool p_allow_locked = false);
void _find_canvas_items_in_rect(const Rect2 &p_rect, Node *p_node, List<CanvasItem *> *r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append);
ConfirmationDialog *snap_dialog = nullptr;
CanvasItem *ref_item = nullptr;
void _save_canvas_item_state(List<CanvasItem *> p_canvas_items, bool save_bones = false);
void _restore_canvas_item_state(List<CanvasItem *> p_canvas_items, bool restore_bones = false);
void _commit_canvas_item_state(List<CanvasItem *> p_canvas_items, String action_name, bool commit_bones = false);
Vector2 _anchor_to_position(const Control *p_control, Vector2 anchor);
Vector2 _position_to_anchor(const Control *p_control, Vector2 position);
void _popup_callback(int p_op);
bool updating_scroll = false;
void _update_scroll(real_t);
void _update_scrollbars();
void _snap_changed();
void _selection_result_pressed(int);
void _selection_menu_hide();
void _add_node_pressed(int p_result);
void _node_created(Node *p_node);
void _reset_create_position();
void _update_editor_settings();
bool _is_grid_visible() const;
void _prepare_grid_menu();
void _on_grid_menu_id_pressed(int p_id);
List<CanvasItem *> _get_edited_canvas_items(bool retrieve_locked = false, bool remove_canvas_item_if_parent_in_selection = true);
Rect2 _get_encompassing_rect_from_list(List<CanvasItem *> p_list);
void _expand_encompassing_rect_using_children(Rect2 &r_rect, const Node *p_node, bool &r_first, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D(), bool include_locked_nodes = true);
Rect2 _get_encompassing_rect(const Node *p_node);
Object *_get_editor_data(Object *p_what);
void _insert_animation_keys(bool p_location, bool p_rotation, bool p_scale, bool p_on_existing);
void _keying_changed();
virtual void shortcut_input(const Ref<InputEvent> &p_ev) override;
void _draw_text_at_position(Point2 p_position, String p_string, Side p_side);
void _draw_margin_at_position(int p_value, Point2 p_position, Side p_side);
void _draw_percentage_at_position(real_t p_value, Point2 p_position, Side p_side);
void _draw_straight_line(Point2 p_from, Point2 p_to, Color p_color);
void _draw_smart_snapping();
void _draw_rulers();
void _draw_guides();
void _draw_focus();
void _draw_grid();
void _draw_ruler_tool();
void _draw_control_anchors(Control *control);
void _draw_control_helpers(Control *control);
void _draw_selection();
void _draw_axis();
void _draw_invisible_nodes_positions(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _draw_locks_and_groups(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _draw_hover();
void _draw_transform_message();
void _draw_viewport();
bool _gui_input_anchors(const Ref<InputEvent> &p_event);
bool _gui_input_move(const Ref<InputEvent> &p_event);
bool _gui_input_open_scene_on_double_click(const Ref<InputEvent> &p_event);
bool _gui_input_scale(const Ref<InputEvent> &p_event);
bool _gui_input_pivot(const Ref<InputEvent> &p_event);
bool _gui_input_resize(const Ref<InputEvent> &p_event);
bool _gui_input_rotate(const Ref<InputEvent> &p_event);
bool _gui_input_select(const Ref<InputEvent> &p_event);
bool _gui_input_ruler_tool(const Ref<InputEvent> &p_event);
bool _gui_input_zoom_or_pan(const Ref<InputEvent> &p_event, bool p_already_accepted);
bool _gui_input_rulers_and_guides(const Ref<InputEvent> &p_event);
bool _gui_input_hover(const Ref<InputEvent> &p_event);
void _gui_input_viewport(const Ref<InputEvent> &p_event);
void _update_cursor();
void _selection_changed();
void _focus_selection(int p_op);
void _reset_drag();
SnapTarget snap_target[2];
Transform2D snap_transform;
void _snap_if_closer_float(
const real_t p_value,
real_t &r_current_snap, SnapTarget &r_current_snap_target,
const real_t p_target_value, const SnapTarget p_snap_target,
const real_t p_radius = 10.0);
void _snap_if_closer_point(
Point2 p_value,
Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
Point2 p_target_value, const SnapTarget p_snap_target,
const real_t rotation = 0.0,
const real_t p_radius = 10.0);
void _snap_other_nodes(
const Point2 p_value,
const Transform2D p_transform_to_snap,
Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2],
const SnapTarget p_snap_target, List<const CanvasItem *> p_exceptions,
const Node *p_current);
VBoxContainer *controls_vb = nullptr;
EditorZoomWidget *zoom_widget = nullptr;
void _update_zoom(real_t p_zoom);
void _shortcut_zoom_set(real_t p_zoom);
void _zoom_on_position(real_t p_zoom, Point2 p_position = Point2());
void _button_toggle_smart_snap(bool p_status);
void _button_toggle_grid_snap(bool p_status);
void _button_override_camera(bool p_pressed);
void _button_tool_select(int p_index);
void _update_override_camera_button(bool p_game_running);
HSplitContainer *left_panel_split = nullptr;
HSplitContainer *right_panel_split = nullptr;
VSplitContainer *bottom_split = nullptr;
void _set_owner_for_node_and_children(Node *p_node, Node *p_owner);
friend class CanvasItemEditorPlugin;
protected:
void _notification(int p_what);
static void _bind_methods();
static CanvasItemEditor *singleton;
public:
enum SnapMode {
SNAP_GRID = 1 << 0,
SNAP_GUIDES = 1 << 1,
SNAP_PIXEL = 1 << 2,
SNAP_NODE_PARENT = 1 << 3,
SNAP_NODE_ANCHORS = 1 << 4,
SNAP_NODE_SIDES = 1 << 5,
SNAP_NODE_CENTER = 1 << 6,
SNAP_OTHER_NODES = 1 << 7,
SNAP_DEFAULT = SNAP_GRID | SNAP_GUIDES | SNAP_PIXEL,
};
Point2 snap_point(Point2 p_target, unsigned int p_modes = SNAP_DEFAULT, unsigned int p_forced_modes = 0, const CanvasItem *p_self_canvas_item = nullptr, List<CanvasItem *> p_other_nodes_exceptions = List<CanvasItem *>());
real_t snap_angle(real_t p_target, real_t p_start = 0) const;
Transform2D get_canvas_transform() const { return transform; }
static CanvasItemEditor *get_singleton() { return singleton; }
Dictionary get_state() const;
void set_state(const Dictionary &p_state);
void add_control_to_menu_panel(Control *p_control);
void remove_control_from_menu_panel(Control *p_control);
void add_control_to_left_panel(Control *p_control);
void remove_control_from_left_panel(Control *p_control);
void add_control_to_right_panel(Control *p_control);
void remove_control_from_right_panel(Control *p_control);
VSplitContainer *get_bottom_split();
Control *get_viewport_control() { return viewport; }
Control *get_controls_container() { return controls_vb; }
void update_viewport();
Tool get_current_tool() { return tool; }
void set_current_tool(Tool p_tool);
void edit(CanvasItem *p_canvas_item);
void focus_selection();
EditorSelection *editor_selection = nullptr;
CanvasItemEditor();
};
class CanvasItemEditorPlugin : public EditorPlugin {
GDCLASS(CanvasItemEditorPlugin, EditorPlugin);
CanvasItemEditor *canvas_item_editor = nullptr;
protected:
void _notification(int p_what);
public:
virtual String get_name() const override { return "2D"; }
bool has_main_screen() const override { return true; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
virtual Dictionary get_state() const override;
virtual void set_state(const Dictionary &p_state) override;
CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; }
CanvasItemEditorPlugin();
~CanvasItemEditorPlugin();
};
class CanvasItemEditorViewport : public Control {
GDCLASS(CanvasItemEditorViewport, Control);
// The type of node that will be created when dropping texture into the viewport.
String default_texture_node_type;
// Node types that are available to select from when dropping texture into viewport.
Vector<String> texture_node_types;
Vector<String> selected_files;
Node *target_node = nullptr;
Point2 drop_pos;
CanvasItemEditor *canvas_item_editor = nullptr;
Control *preview_node = nullptr;
AcceptDialog *accept = nullptr;
AcceptDialog *selector = nullptr;
Label *selector_label = nullptr;
Label *label = nullptr;
Label *label_desc = nullptr;
VBoxContainer *btn_group = nullptr;
Ref<ButtonGroup> button_group;
void _on_mouse_exit();
void _on_select_type(Object *selected);
void _on_change_type_confirmed();
void _on_change_type_closed();
Node *_make_texture_node_type(String texture_node_type);
void _create_preview(const Vector<String> &files) const;
void _remove_preview();
bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node);
bool _only_packed_scenes_selected() const;
void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point);
bool _create_instance(Node *parent, String &path, const Point2 &p_point);
void _perform_drop_data();
void _show_resource_type_selector();
void _update_theme();
protected:
void _notification(int p_what);
public:
virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const override;
virtual void drop_data(const Point2 &p_point, const Variant &p_data) override;
CanvasItemEditorViewport(CanvasItemEditor *p_canvas_item_editor);
~CanvasItemEditorViewport();
};
#endif // CANVAS_ITEM_EDITOR_PLUGIN_H