527 lines
15 KiB
C++
527 lines
15 KiB
C++
/*************************************************************************/
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/* editor_node.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_NODE_H
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#define EDITOR_NODE_H
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#include "scene/gui/control.h"
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#include "scene/gui/panel.h"
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#include "scene/gui/tool_button.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/tree.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/separator.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/center_container.h"
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#include "scene/gui/texture_progress.h"
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#include "tools/editor/scenes_dock.h"
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#include "tools/editor/scene_tree_editor.h"
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#include "tools/editor/property_editor.h"
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#include "tools/editor/create_dialog.h"
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#include "tools/editor/call_dialog.h"
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#include "tools/editor/reparent_dialog.h"
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#include "tools/editor/connections_dialog.h"
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#include "tools/editor/settings_config_dialog.h"
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#include "tools/editor/groups_editor.h"
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#include "tools/editor/editor_data.h"
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#include "tools/editor/editor_path.h"
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#include "tools/editor/editor_run.h"
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#include "tools/editor/pane_drag.h"
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#include "tools/editor/animation_editor.h"
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#include "tools/editor/script_create_dialog.h"
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#include "tools/editor/run_settings_dialog.h"
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#include "tools/editor/project_settings.h"
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#include "tools/editor/project_export.h"
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#include "tools/editor/editor_log.h"
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#include "tools/editor/scene_tree_dock.h"
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#include "tools/editor/resources_dock.h"
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#include "tools/editor/optimized_save_dialog.h"
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#include "tools/editor/editor_run_script.h"
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#include "tools/editor/editor_run_native.h"
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#include "scene/gui/tabs.h"
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#include "tools/editor/quick_open.h"
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#include "tools/editor/project_export.h"
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#include "tools/editor/editor_sub_scene.h"
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#include "editor_import_export.h"
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#include "editor_reimport_dialog.h"
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#include "import_settings.h"
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#include "tools/editor/editor_plugin.h"
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#include "fileserver/editor_file_server.h"
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#include "progress_dialog.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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typedef void (*EditorNodeInitCallback)();
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class EditorNode : public Node {
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OBJ_TYPE( EditorNode, Node );
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enum {
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HISTORY_SIZE=64
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};
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enum MenuOptions {
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FILE_NEW_SCENE,
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FILE_OPEN_SCENE,
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FILE_SAVE_SCENE,
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FILE_SAVE_AS_SCENE,
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FILE_IMPORT_SUBSCENE,
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FILE_EXPORT_PROJECT,
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FILE_EXPORT_MESH_LIBRARY,
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FILE_EXPORT_TILESET,
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FILE_SAVE_OPTIMIZED,
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FILE_SAVE_SUBSCENE,
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FILE_DUMP_STRINGS,
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FILE_OPEN_RECENT,
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FILE_OPEN_OLD_SCENE,
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FILE_QUICK_OPEN_SCENE,
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FILE_QUICK_OPEN_SCRIPT,
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FILE_RUN_SCRIPT,
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FILE_OPEN_PREV,
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FILE_QUIT,
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FILE_EXTERNAL_OPEN_SCENE,
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EDIT_UNDO,
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EDIT_REDO,
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RESOURCE_NEW,
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RESOURCE_LOAD,
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RESOURCE_SAVE,
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RESOURCE_SAVE_AS,
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RESOURCE_UNREF,
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RESOURCE_COPY,
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OBJECT_COPY_PARAMS,
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OBJECT_PASTE_PARAMS,
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OBJECT_UNIQUE_RESOURCES,
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OBJECT_CALL_METHOD,
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OBJECT_REQUEST_HELP,
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RUN_PLAY,
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RUN_PAUSE,
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RUN_STOP,
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RUN_PLAY_SCENE,
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RUN_PLAY_CUSTOM_SCENE,
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RUN_SCENE_SETTINGS,
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RUN_SETTINGS,
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RUN_PROJECT_MANAGER,
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RUN_FILE_SERVER,
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RUN_DEPLOY_DUMB_CLIENTS,
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SETTINGS_UPDATE_ALWAYS,
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SETTINGS_UPDATE_CHANGES,
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SETTINGS_IMPORT,
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SETTINGS_EXPORT_PREFERENCES,
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SETTINGS_PREFERENCES,
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SETTINGS_OPTIMIZED_PRESETS,
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SETTINGS_SHOW_ANIMATION,
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SETTINGS_LOAD_EXPORT_TEMPLATES,
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SETTINGS_HELP,
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SETTINGS_ABOUT,
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SOURCES_REIMPORT,
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DEPENDENCY_LOAD_CHANGED_IMAGES,
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DEPENDENCY_UPDATE_IMPORTED,
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IMPORT_PLUGIN_BASE=100,
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OBJECT_METHOD_BASE=500
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};
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Node *edited_scene; //scene being edited
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Viewport *scene_root; //root of the scene being edited
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Ref<ResourceImportMetadata> scene_import_metadata;
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Control* scene_root_parent;
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Control *gui_base;
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VBoxContainer *main_vbox;
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HSplitContainer *main_split;
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VSplitContainer *left_split;
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int old_split_ofs;
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VSplitContainer *top_split;
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HBoxContainer *bottom_hb;
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Control *vp_base;
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PaneDrag *pd;
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//PaneDrag *pd_anim;
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TextureButton *anim_close;
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Panel *menu_panel;
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HSplitContainer *editor_hsplit;
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VSplitContainer *editor_vsplit;
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HBoxContainer *menu_hb;
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Control *viewport;
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MenuButton *file_menu;
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MenuButton *import_menu;
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ToolButton *export_button;
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ToolButton *prev_scene;
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MenuButton *object_menu;
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MenuButton *settings_menu;
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ToolButton *play_button;
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MenuButton *native_play_button;
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ToolButton *pause_button;
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ToolButton *stop_button;
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ToolButton *run_settings_button;
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ToolButton *animation_menu;
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ToolButton *play_scene_button;
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ToolButton *play_custom_scene_button;
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TextureProgress *audio_vu;
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MenuButton *fileserver_menu;
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TextEdit *load_errors;
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AcceptDialog *load_error_dialog;
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Control *scene_root_base;
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Ref<Theme> theme;
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PopupMenu *recent_scenes;
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Button *property_back;
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Button *property_forward;
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SceneTreeDock *scene_tree_dock;
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ResourcesDock *resources_dock;
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PropertyEditor *property_editor;
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ScenesDock *scenes_dock;
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EditorRunNative *run_native;
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CallDialog *call_dialog;
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ConfirmationDialog *confirmation;
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ConfirmationDialog *import_confirmation;
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ConfirmationDialog *open_recent_confirmation;
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AcceptDialog *accept;
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AcceptDialog *about;
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//OptimizedPresetsDialog *optimized_presets;
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EditorSettingsDialog *settings_config_dialog;
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RunSettingsDialog *run_settings_dialog;
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ProjectSettings *project_settings;
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FileDialog *file;
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FileDialog *file_templates;
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FileDialog *file_export;
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FileDialog *file_export_lib;
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FileDialog *file_script;
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CheckButton *file_export_check;
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CheckButton *file_export_lib_merge;
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LineEdit *file_export_password;
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String current_path;
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MenuButton *update_menu;
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ToolButton *sources_button;
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TabContainer *prop_pallete;
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TabContainer *top_pallete;
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String defer_load_scene;
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String defer_translatable;
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String defer_optimize;
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String defer_optimize_preset;
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String defer_export;
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String defer_export_platform;
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bool defer_export_debug;
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Node *_last_instanced_scene;
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PanelContainer *animation_panel;
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HBoxContainer *animation_panel_hb;
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VBoxContainer *animation_vb;
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EditorPath *editor_path;
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AnimationKeyEditor *animation_editor;
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EditorLog *log;
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CenterContainer *tabs_center;
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EditorQuickOpen *quick_open;
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EditorQuickOpen *quick_run;
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Tabs *main_editor_tabs;
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Vector<EditorPlugin*> editor_table;
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EditorReImportDialog *reimport_dialog;
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ImportSettingsDialog *import_settings;
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ProgressDialog *progress_dialog;
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BackgroundProgress *progress_hb;
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String _tmp_import_path;
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EditorImportExport *editor_import_export;
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Object *current;
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bool _playing_edited;
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bool reference_resource_mem;
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bool save_external_resources_mem;
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uint64_t saved_version;
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bool unsaved_cache;
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String open_navigate;
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uint32_t circle_step_msec;
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uint64_t circle_step_frame;
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int circle_step;
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Vector<EditorPlugin*> editor_plugins;
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EditorPlugin *editor_plugin_screen;
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EditorPlugin *editor_plugin_over;
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EditorHistory editor_history;
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EditorData editor_data;
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EditorRun editor_run;
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EditorSelection *editor_selection;
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ProjectExport *project_export;
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ProjectExportDialog *project_export_settings;
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EditorFileServer *file_server;
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String external_file;
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List<String> previous_scenes;
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bool opening_prev;
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void _dialog_action(String p_file);
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void _edit_current();
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void _dialog_display_file_error(String p_file,Error p_error);
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int current_option;
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//void _animation_visibility_toggle();
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void _resource_selected(const RES& p_res,const String& p_property="");
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void _menu_option(int p_option);
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void _menu_confirm_current();
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void _menu_option_confirm(int p_option,bool p_confirmed);
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void _property_editor_forward();
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void _property_editor_back();
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void _fs_changed();
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void _sources_changed(bool p_exist);
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void _imported(Node *p_node);
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void _node_renamed();
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void _editor_select(int p_which);
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void _set_scene_metadata();
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void _get_scene_metadata();
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void _update_title();
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void _close_messages();
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void _show_messages();
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void _vp_resized();
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void _save_scene(String p_file);
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void _instance_request(const String& p_path);
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void _property_keyed(const String& p_keyed,const Variant& p_value);
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void _transform_keyed(Object *sp,const String& p_sub,const Transform& p_key);
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void _update_keying();
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void _hide_top_editors();
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void _quick_opened(const String& p_resource);
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void _quick_run(const String& p_resource);
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void _run(bool p_current=false, const String &p_custom="");
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void _save_optimized();
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void _import_action(const String& p_action);
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void _import(const String &p_file);
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void _add_to_recent_scenes(const String& p_scene);
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void _update_recent_scenes();
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void _open_recent_scene(int p_idx);
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void _open_recent_scene_confirm();
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String _recent_scene;
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bool convert_old;
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void _unhandled_input(const InputEvent& p_event);
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static void _load_error_notify(void* p_ud,const String& p_text);
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bool has_main_screen() const { return true; }
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void _fetch_translatable_strings(const Object *p_object,Set<StringName>& strings);
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bool _find_editing_changed_scene(Node *p_from);
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String import_reload_fn;
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Set<FileDialog*> file_dialogs;
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Map<String,Ref<Texture> > icon_type_cache;
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static Ref<Texture> _file_dialog_get_icon(const String& p_path);
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static void _file_dialog_register(FileDialog *p_dialog);
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static void _file_dialog_unregister(FileDialog *p_dialog);
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void _cleanup_scene();
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bool _find_and_save_edited_subresources(Object *obj,Set<RES>& processed,int32_t flags);
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void _save_edited_subresources(Node* scene,Set<RES>& processed,int32_t flags);
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struct ExportDefer {
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String platform;
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String path;
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bool debug;
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String password;
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} export_defer;
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static EditorNode *singleton;
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static Vector<EditorNodeInitCallback> _init_callbacks;
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bool _find_scene_in_use(Node* p_node,const String& p_path) const;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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static EditorNode* get_singleton() { return singleton; }
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EditorPlugin *get_editor_plugin_screen() { return editor_plugin_screen; }
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EditorPlugin *get_editor_plugin_over() { return editor_plugin_over; }
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PropertyEditor *get_property_editor() { return property_editor; }
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static void add_editor_plugin(EditorPlugin *p_editor);
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static void remove_editor_plugin(EditorPlugin *p_editor);
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void edit_node(Node *p_node);
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void edit_resource(const Ref<Resource>& p_resource);
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void open_resource(const String& p_type="");
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void save_resource(const Ref<Resource>& p_resource);
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void save_resource_as(const Ref<Resource>& p_resource);
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static bool has_unsaved_changes() { return singleton->unsaved_cache; }
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static HBoxContainer *get_menu_hb() { return singleton->menu_hb; }
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void push_item(Object *p_object,const String& p_property="");
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void open_request(const String& p_path);
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void set_edited_scene(Node *p_scene);
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static EditorLog *get_log() { return singleton->log; }
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Control* get_viewport();
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AnimationKeyEditor *get_animation_editor() const { return animation_editor; }
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Control *get_animation_panel() { return animation_vb; }
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HBoxContainer *get_animation_panel_hb() { return animation_panel_hb; }
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void animation_editor_make_visible(bool p_visible);
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void hide_animation_player_editors();
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void animation_panel_make_visible(bool p_visible);
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Node *get_edited_scene() { return edited_scene; }
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Viewport *get_scene_root() { return scene_root; } //root of the scene being edited
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Error save_optimized_copy(const String& p_scene,const String& p_preset);
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void clear_scene() { _cleanup_scene(); }
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Error load_scene(const String& p_scene);
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Error load_resource(const String& p_scene);
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static EditorData& get_editor_data() { return singleton->editor_data; }
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static VSplitContainer *get_top_split() { return singleton->top_split; }
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Node* request_instance_scene(const String &p_path);
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ScenesDock *get_scenes_dock();
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static UndoRedo* get_undo_redo() { return &singleton->editor_data.get_undo_redo(); }
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EditorSelection *get_editor_selection() { return editor_selection; }
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Error save_translatable_strings(const String& p_to_file);
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void set_convert_old_scene(bool p_old) { convert_old=p_old; }
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void notify_child_process_exited();
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void stop_child_process();
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Ref<Theme> get_editor_theme() const { return theme; }
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Error export_platform(const String& p_platform, const String& p_path, bool p_debug,const String& p_password,bool p_quit_after=false);
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static void register_editor_types();
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static void unregister_editor_types();
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Control *get_gui_base() { return gui_base; }
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static void add_io_error(const String& p_error);
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static void progress_add_task(const String& p_task,const String& p_label, int p_steps);
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static void progress_task_step(const String& p_task,const String& p_state, int p_step=-1);
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static void progress_end_task(const String& p_task);
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static void progress_add_task_bg(const String& p_task,const String& p_label, int p_steps);
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static void progress_task_step_bg(const String& p_task,int p_step=-1);
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static void progress_end_task_bg(const String& p_task);
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void save_scene(String p_file) { _save_scene(p_file); }
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bool is_scene_in_use(const String& p_path);
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void scan_import_changes();
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EditorNode();
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~EditorNode();
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void get_singleton(const char* arg1, bool arg2);
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static void add_init_callback(EditorNodeInitCallback p_callback) { _init_callbacks.push_back(p_callback); }
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};
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struct EditorProgress {
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String task;
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void step(const String& p_state, int p_step=-1) { EditorNode::progress_task_step(task,p_state,p_step); }
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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; }
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~EditorProgress() { EditorNode::progress_end_task(task); }
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};
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struct EditorProgressBG {
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String task;
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void step(int p_step=-1) { EditorNode::progress_task_step_bg(task,p_step); }
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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; }
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~EditorProgressBG() { EditorNode::progress_end_task_bg(task); }
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};
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#endif
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