746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
306 lines
12 KiB
C++
306 lines
12 KiB
C++
/*************************************************************************/
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/* editor_data.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 EDITOR_DATA_H
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#define EDITOR_DATA_H
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#include "core/object/undo_redo.h"
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#include "core/templates/list.h"
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#include "scene/resources/texture.h"
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class ConfigFile;
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class EditorPlugin;
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/**
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* Stores the history of objects which have been selected for editing in the Editor & the Inspector.
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*
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* Used in the editor to set & access the currently edited object, as well as the history of objects which have been edited.
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*/
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class EditorSelectionHistory {
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// Stores the object & property (if relevant).
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struct _Object {
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Ref<RefCounted> ref;
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ObjectID object;
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String property;
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bool inspector_only = false;
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};
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// Represents the selection of an object for editing.
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struct HistoryElement {
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// The sub-resources of the parent object (first in the path) that have been edited.
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// For example, Node2D -> nested resource -> nested resource, if edited each individually in their own inspector.
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Vector<_Object> path;
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// The current point in the path. This is always equal to the last item in the path - it is never decremented.
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int level = 0;
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};
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friend class EditorData;
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Vector<HistoryElement> history;
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int current_elem_idx; // The current history element being edited.
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public:
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void cleanup_history();
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bool is_at_beginning() const;
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bool is_at_end() const;
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// Adds an object to the selection history. A property name can be passed if the target is a subresource of the given object.
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// If the object should not change the main screen plugin, it can be set as inspector only.
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void add_object(ObjectID p_object, const String &p_property = String(), bool p_inspector_only = false);
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int get_history_len();
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int get_history_pos();
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// Gets an object from the history. The most recent object would be the object with p_obj = get_history_len() - 1.
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ObjectID get_history_obj(int p_obj) const;
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bool is_history_obj_inspector_only(int p_obj) const;
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bool next();
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bool previous();
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ObjectID get_current();
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bool is_current_inspector_only() const;
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// Gets the size of the path of the current history item.
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int get_path_size() const;
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// Gets the object of the current history item, if valid.
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ObjectID get_path_object(int p_index) const;
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// Gets the property of the current history item.
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String get_path_property(int p_index) const;
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void clear();
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EditorSelectionHistory();
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};
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class EditorSelection;
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class EditorData {
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public:
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struct CustomType {
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String name;
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Ref<Script> script;
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Ref<Texture2D> icon;
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};
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struct EditedScene {
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Node *root = nullptr;
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String path;
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uint64_t file_modified_time = 0;
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Dictionary editor_states;
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List<Node *> selection;
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Vector<EditorSelectionHistory::HistoryElement> history_stored;
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int history_current = 0;
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Dictionary custom_state;
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uint64_t version = 0;
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NodePath live_edit_root;
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};
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private:
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Vector<EditorPlugin *> editor_plugins;
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struct PropertyData {
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String name;
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Variant value;
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};
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HashMap<String, Vector<CustomType>> custom_types;
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List<PropertyData> clipboard;
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UndoRedo undo_redo;
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Vector<Callable> undo_redo_callbacks;
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HashMap<StringName, Callable> move_element_functions;
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Vector<EditedScene> edited_scene;
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int current_edited_scene;
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bool _find_updated_instances(Node *p_root, Node *p_node, RBSet<String> &checked_paths);
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HashMap<StringName, String> _script_class_icon_paths;
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HashMap<String, StringName> _script_class_file_to_path;
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public:
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EditorPlugin *get_editor(Object *p_object);
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Vector<EditorPlugin *> get_subeditors(Object *p_object);
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EditorPlugin *get_editor(String p_name);
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void copy_object_params(Object *p_object);
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void paste_object_params(Object *p_object);
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Dictionary get_editor_states() const;
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Dictionary get_scene_editor_states(int p_idx) const;
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void set_editor_states(const Dictionary &p_states);
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void get_editor_breakpoints(List<String> *p_breakpoints);
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void clear_editor_states();
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void save_editor_external_data();
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void apply_changes_in_editors();
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void add_editor_plugin(EditorPlugin *p_plugin);
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void remove_editor_plugin(EditorPlugin *p_plugin);
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int get_editor_plugin_count() const;
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EditorPlugin *get_editor_plugin(int p_idx);
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UndoRedo &get_undo_redo();
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void add_undo_redo_inspector_hook_callback(Callable p_callable); // Callbacks should have this signature: void (Object* undo_redo, Object *modified_object, String property, Variant new_value)
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void remove_undo_redo_inspector_hook_callback(Callable p_callable);
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const Vector<Callable> get_undo_redo_inspector_hook_callback();
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void add_move_array_element_function(const StringName &p_class, Callable p_callable); // Function should have this signature: void (Object* undo_redo, Object *modified_object, String array_prefix, int element_index, int new_position)
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void remove_move_array_element_function(const StringName &p_class);
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Callable get_move_array_element_function(const StringName &p_class) const;
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void save_editor_global_states();
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void restore_editor_global_states();
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void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
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Variant instance_custom_type(const String &p_type, const String &p_inherits);
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void remove_custom_type(const String &p_type);
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const HashMap<String, Vector<CustomType>> &get_custom_types() const { return custom_types; }
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void instantiate_object_properties(Object *p_object);
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int add_edited_scene(int p_at_pos);
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void move_edited_scene_index(int p_idx, int p_to_idx);
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void remove_scene(int p_idx);
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void set_edited_scene(int p_idx);
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void set_edited_scene_root(Node *p_root);
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int get_edited_scene() const;
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Node *get_edited_scene_root(int p_idx = -1);
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int get_edited_scene_count() const;
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Vector<EditedScene> get_edited_scenes() const;
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String get_scene_title(int p_idx, bool p_always_strip_extension = false) const;
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String get_scene_path(int p_idx) const;
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String get_scene_type(int p_idx) const;
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void set_scene_path(int p_idx, const String &p_path);
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Ref<Script> get_scene_root_script(int p_idx) const;
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void set_edited_scene_version(uint64_t version, int p_scene_idx = -1);
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uint64_t get_scene_version(int p_idx) const;
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void set_scene_modified_time(int p_idx, uint64_t p_time);
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uint64_t get_scene_modified_time(int p_idx) const;
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void clear_edited_scenes();
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void set_edited_scene_live_edit_root(const NodePath &p_root);
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NodePath get_edited_scene_live_edit_root();
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bool check_and_update_scene(int p_idx);
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void move_edited_scene_to_index(int p_idx);
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bool call_build();
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void set_plugin_window_layout(Ref<ConfigFile> p_layout);
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void get_plugin_window_layout(Ref<ConfigFile> p_layout);
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void save_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history, const Dictionary &p_custom);
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Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
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void notify_edited_scene_changed();
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void notify_resource_saved(const Ref<Resource> &p_resource);
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bool script_class_is_parent(const String &p_class, const String &p_inherits);
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StringName script_class_get_base(const String &p_class) const;
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Variant script_class_instance(const String &p_class);
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Ref<Script> script_class_load_script(const String &p_class) const;
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StringName script_class_get_name(const String &p_path) const;
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void script_class_set_name(const String &p_path, const StringName &p_class);
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String script_class_get_icon_path(const String &p_class) const;
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void script_class_set_icon_path(const String &p_class, const String &p_icon_path);
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void script_class_clear_icon_paths() { _script_class_icon_paths.clear(); }
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void script_class_save_icon_paths();
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void script_class_load_icon_paths();
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EditorData();
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};
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/**
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* Stores and provides access to the nodes currently selected in the editor.
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*
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* This provides a central location for storing "selected" nodes, as a selection can be triggered from multiple places,
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* such as the SceneTreeDock or a main screen editor plugin (e.g. CanvasItemEditor).
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*/
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class EditorSelection : public Object {
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GDCLASS(EditorSelection, Object);
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// Contains the selected nodes and corresponding metadata.
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// Metadata objects come from calling _get_editor_data on the editor_plugins, passing the selected node.
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HashMap<Node *, Object *> selection;
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// Tracks whether the selection change signal has been emitted.
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// Prevents multiple signals being called in one frame.
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bool emitted = false;
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bool changed = false;
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bool node_list_changed = false;
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void _node_removed(Node *p_node);
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// Editor plugins which are related to selection.
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List<Object *> editor_plugins;
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List<Node *> selected_node_list;
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void _update_node_list();
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Array _get_transformable_selected_nodes();
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void _emit_change();
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protected:
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static void _bind_methods();
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public:
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void add_node(Node *p_node);
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void remove_node(Node *p_node);
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bool is_selected(Node *p_node) const;
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template <class T>
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T *get_node_editor_data(Node *p_node) {
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if (!selection.has(p_node)) {
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return nullptr;
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}
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return Object::cast_to<T>(selection[p_node]);
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}
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// Adds an editor plugin which can provide metadata for selected nodes.
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void add_editor_plugin(Object *p_object);
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void update();
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void clear();
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// Returns all the selected nodes.
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TypedArray<Node> get_selected_nodes();
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// Returns only the top level selected nodes.
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// That is, if the selection includes some node and a child of that node, only the parent is returned.
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List<Node *> &get_selected_node_list();
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// Returns all the selected nodes (list version of "get_selected_nodes").
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List<Node *> get_full_selected_node_list();
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// Returns the map of selected objects and their metadata.
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HashMap<Node *, Object *> &get_selection() { return selection; }
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EditorSelection();
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~EditorSelection();
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};
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#endif // EDITOR_DATA_H
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