12474fd87a
* Add a button to add properties (which lets you select node and property) * Add ability to drag properties and drop them to the editor. * Made the editor transient (not always visible on the bottom) since its not needed most of the time. * Added the ability to pin the editor, in case dragging properties from other nodes is desired.
136 lines
5.1 KiB
C++
136 lines
5.1 KiB
C++
/*************************************************************************/
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/* replication_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef REPLICATION_EDITOR_PLUGIN_H
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#define REPLICATION_EDITOR_PLUGIN_H
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#include "editor/editor_plugin.h"
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#include "scene/resources/scene_replication_config.h"
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#include "editor/editor_spin_slider.h"
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#include "editor/property_editor.h"
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#include "editor/property_selector.h"
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class ConfirmationDialog;
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class MultiplayerSynchronizer;
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class Tree;
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class ReplicationEditor : public VBoxContainer {
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GDCLASS(ReplicationEditor, VBoxContainer);
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private:
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MultiplayerSynchronizer *current = nullptr;
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AcceptDialog *error_dialog = nullptr;
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ConfirmationDialog *delete_dialog = nullptr;
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Button *add_pick_button = nullptr;
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Button *add_from_path_button = nullptr;
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LineEdit *np_line_edit = nullptr;
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Label *drop_label = nullptr;
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Ref<SceneReplicationConfig> config;
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NodePath deleting;
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Tree *tree = nullptr;
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bool keying = false;
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PropertySelector *prop_selector = nullptr;
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SceneTreeDialog *pick_node = nullptr;
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NodePath adding_node_path;
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Button *pin = nullptr;
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Ref<Texture2D> _get_class_icon(const Node *p_node);
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void _add_pressed();
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void _tree_item_edited();
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void _tree_button_pressed(Object *p_item, int p_column, int p_id);
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void _update_checked(const NodePath &p_prop, int p_column, bool p_checked);
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void _update_config();
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void _dialog_closed(bool p_confirmed);
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void _add_property(const NodePath &p_property, bool p_spawn = true, bool p_sync = true);
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void _pick_node_filter_text_changed(const String &p_newtext);
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void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
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void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
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void _pick_node_selected(NodePath p_path);
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void _pick_new_property();
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void _pick_node_property_selected(String p_name);
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bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
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void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
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void _add_sync_property(String p_path);
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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public:
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void update_keying();
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void edit(MultiplayerSynchronizer *p_object);
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bool has_keying() const { return keying; }
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MultiplayerSynchronizer *get_current() const { return current; }
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void property_keyed(const String &p_property);
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Button *get_pin() { return pin; }
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ReplicationEditor();
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~ReplicationEditor() {}
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};
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class ReplicationEditorPlugin : public EditorPlugin {
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GDCLASS(ReplicationEditorPlugin, EditorPlugin);
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private:
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Button *button = nullptr;
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ReplicationEditor *repl_editor = nullptr;
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void _node_removed(Node *p_node);
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void _keying_changed();
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void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
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void _pinned();
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protected:
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void _notification(int p_what);
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public:
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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virtual void make_visible(bool p_visible) override;
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ReplicationEditorPlugin();
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~ReplicationEditorPlugin();
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};
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#endif // REPLICATION_EDITOR_PLUGIN_H
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