godot/tools/editor/editor_data.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

273 lines
7.4 KiB
C++

/*************************************************************************/
/* editor_data.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_DATA_H
#define EDITOR_DATA_H
#include "tools/editor/editor_plugin.h"
#include "scene/resources/texture.h"
#include "list.h"
#include "undo_redo.h"
#include "pair.h"
class EditorHistory {
enum {
HISTORY_MAX=64
};
struct Obj {
REF ref;
ObjectID object;
String property;
};
struct History {
Vector<Obj> path;
int level;
};
friend class EditorData;
Vector<History> history;
int current;
//Vector<EditorPlugin*> editor_plugins;
struct PropertyData {
String name;
Variant value;
};
void _cleanup_history();
void _add_object(ObjectID p_object,const String& p_property,int p_level_change);
public:
bool is_at_begining() const;
bool is_at_end() const;
void add_object(ObjectID p_object);
void add_object(ObjectID p_object,const String& p_subprop);
void add_object(ObjectID p_object,int p_relevel);
int get_history_len();
int get_history_pos();
ObjectID get_history_obj(int p_obj) const;
bool next();
bool previous();
ObjectID get_current();
int get_path_size() const;
ObjectID get_path_object(int p_index) const;
String get_path_property(int p_index) const;
void clear();
EditorHistory();
};
class EditorSelection;
class EditorData {
public:
struct CustomType {
String name;
Ref<Script> script;
Ref<Texture> icon;
};
private:
Vector<EditorPlugin*> editor_plugins;
struct PropertyData {
String name;
Variant value;
};
Map<String,Vector<CustomType> > custom_types;
List<PropertyData> clipboard;
UndoRedo undo_redo;
void _cleanup_history();
struct EditedScene {
Node* root;
Dictionary editor_states;
Ref<ResourceImportMetadata> medatata;
List<Node*> selection;
Vector<EditorHistory::History> history_stored;
int history_current;
Dictionary custom_state;
uint64_t version;
NodePath live_edit_root;
};
Vector<EditedScene> edited_scene;
int current_edited_scene;
bool _find_updated_instances(Node* p_root,Node *p_node,Set<String> &checked_paths);
public:
EditorPlugin* get_editor(Object *p_object);
EditorPlugin* get_subeditor(Object *p_object);
Vector<EditorPlugin*> get_subeditors(Object *p_object);
EditorPlugin* get_editor(String p_name);
void copy_object_params(Object *p_object);
void paste_object_params(Object *p_object);
Dictionary get_editor_states() const;
Dictionary get_scene_editor_states(int p_idx) const;
void set_editor_states(const Dictionary& p_states);
void get_editor_breakpoints(List<String> *p_breakpoints);
void clear_editor_states();
void save_editor_external_data();
void apply_changes_in_editors();
void add_editor_plugin(EditorPlugin *p_plugin);
void remove_editor_plugin(EditorPlugin *p_plugin);
int get_editor_plugin_count() const;
EditorPlugin *get_editor_plugin(int p_idx);
UndoRedo &get_undo_redo();
void save_editor_global_states();
void restore_editor_global_states();
void add_custom_type(const String& p_type, const String& p_inherits,const Ref<Script>& p_script,const Ref<Texture>& p_icon );
void remove_custom_type(const String& p_type);
const Map<String,Vector<CustomType> >& get_custom_types() const { return custom_types; }
int add_edited_scene(int p_at_pos);
void move_edited_scene_index(int p_idx,int p_to_idx);
void remove_scene(int p_idx);
void set_edited_scene(int p_idx);
void set_edited_scene_root(Node* p_root);
void set_edited_scene_import_metadata(Ref<ResourceImportMetadata> p_mdata);
Ref<ResourceImportMetadata> get_edited_scene_import_metadata(int p_idx = -1) const;
int get_edited_scene() const;
Node* get_edited_scene_root(int p_idx = -1);
int get_edited_scene_count() const;
String get_scene_title(int p_idx) const;
String get_scene_path(int p_idx) const;
String get_scene_type(int p_idx) const;
Ref<Script> get_scene_root_script(int p_idx) const;
void set_edited_scene_version(uint64_t version, int p_scene_idx = -1);
uint64_t get_edited_scene_version() const;
uint64_t get_scene_version(int p_idx) const;
void clear_edited_scenes();
void set_edited_scene_live_edit_root(const NodePath& p_root);
NodePath get_edited_scene_live_edit_root();
bool check_and_update_scene(int p_idx);
void move_edited_scene_to_index(int p_idx);
void set_plugin_window_layout(Ref<ConfigFile> p_layout);
void get_plugin_window_layout(Ref<ConfigFile> p_layout);
void save_edited_scene_state(EditorSelection *p_selection,EditorHistory *p_history,const Dictionary& p_custom);
Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorHistory *p_history);
void notify_edited_scene_changed();
EditorData();
};
class EditorSelection : public Object {
OBJ_TYPE(EditorSelection,Object);
public:
Map<Node*,Object*> selection;
bool changed;
bool nl_changed;
void _node_removed(Node *p_node);
List<Object*> editor_plugins;
List<Node*> selected_node_list;
void _update_nl();
Array _get_selected_nodes();
Array _get_transformable_selected_nodes();
protected:
static void _bind_methods();
public:
void add_node(Node *p_node);
void remove_node(Node *p_node);
bool is_selected(Node *) const;
template<class T>
T* get_node_editor_data(Node *p_node) {
if (!selection.has(p_node))
return NULL;
Object *obj = selection[p_node];
if (!obj)
return NULL;
return obj->cast_to<T>();
}
void add_editor_plugin(Object *p_object);
void update();
void clear();
List<Node*>& get_selected_node_list();
Map<Node*,Object*>& get_selection() { return selection; }
EditorSelection();
~EditorSelection();
};
#endif // EDITOR_DATA_H