e9bbb97acc
-ability to edit multiple scenes at the same time -resource internal IDs are now persistent, this makes multiple scene editing possible but maaaaay result in file corruption bugs (tested and could not find anything but possibility exists because core code changed, report immediately if you find this). -properly save settings, layout, etc when edited -script editing is independent from scene editing now -show a yellow box when a script belongs to the scene
249 lines
6.6 KiB
C++
249 lines
6.6 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 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_DATA_H
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#define EDITOR_DATA_H
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#include "tools/editor/editor_plugin.h"
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#include "scene/resources/texture.h"
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#include "list.h"
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#include "undo_redo.h"
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#include "pair.h"
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#include "default_saver.h"
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class EditorHistory {
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enum {
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HISTORY_MAX=64
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};
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struct Obj {
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RES res;
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ObjectID object;
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String property;
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};
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struct History {
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Vector<Obj> path;
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int level;
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};
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friend class EditorData;
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Vector<History> history;
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int current;
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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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void _cleanup_history();
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void _add_object(ObjectID p_object,const String& p_property,int p_level_change);
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public:
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void add_object(ObjectID p_object);
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void add_object(ObjectID p_object,const String& p_subprop);
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void add_object(ObjectID p_object,int p_relevel);
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bool next();
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bool previous();
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ObjectID get_current();
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int get_path_size() const;
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ObjectID get_path_object(int p_index) const;
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String get_path_property(int p_index) const;
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void clear();
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EditorHistory();
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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<Texture> icon;
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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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Map<String,Vector<CustomType> > custom_types;
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List<PropertyData> clipboard;
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UndoRedo undo_redo;
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void _cleanup_history();
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struct EditedScene {
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Node* root;
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Dictionary editor_states;
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Ref<ResourceImportMetadata> medatata;
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List<Node*> selection;
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Vector<EditorHistory::History> history_stored;
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int history_current;
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Dictionary custom_state;
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uint64_t version;
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};
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Vector<EditedScene> edited_scene;
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int current_edited_scene;
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public:
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EditorPlugin* get_editor(Object *p_object);
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EditorPlugin* get_subeditor(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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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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UndoRedo &get_undo_redo();
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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<Texture>& p_icon );
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void remove_custom_type(const String& p_type);
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const Map<String,Vector<CustomType> >& get_custom_types() const { return custom_types; }
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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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void set_edited_scene_import_metadata(Ref<ResourceImportMetadata> p_mdata);
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Ref<ResourceImportMetadata> get_edited_scene_import_metadata() const;
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int get_edited_scene() const;
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Node* get_edited_scene_root();
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int get_edited_scene_count() const;
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String get_scene_title(int p_idx) const;
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String get_scene_path(int p_idx) const;
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void set_edited_scene_version(uint64_t version);
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uint64_t get_edited_scene_version() const;
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uint64_t get_scene_version(int p_idx) const;
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void clear_edited_scenes();
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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,EditorHistory *p_history,const Dictionary& p_custom);
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Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorHistory *p_history);
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EditorData();
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};
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class EditorSelection : public Object {
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OBJ_TYPE(EditorSelection,Object);
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public:
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Map<Node*,Object*> selection;
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bool changed;
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bool nl_changed;
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void _node_removed(Node *p_node);
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List<Object*> editor_plugins;
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List<Node*> selected_node_list;
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void _update_nl();
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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 *) 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 NULL;
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Object *obj = selection[p_node];
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if (!obj)
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return NULL;
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return obj->cast_to<T>();
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}
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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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List<Node*>& get_selected_node_list();
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Map<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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