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- /**************************************************************************/
- /* editor_data.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 "core/templates/list.h"
- #include "scene/resources/texture.h"
- class ConfigFile;
- class EditorPlugin;
- class EditorUndoRedoManager;
- /**
- * Stores the history of objects which have been selected for editing in the Editor & the Inspector.
- *
- * Used in the editor to set & access the currently edited object, as well as the history of objects which have been edited.
- */
- class EditorSelectionHistory {
- // Stores the object & property (if relevant).
- struct _Object {
- Ref<RefCounted> ref;
- ObjectID object;
- String property;
- bool inspector_only = false;
- };
- // Represents the selection of an object for editing.
- struct HistoryElement {
- // The sub-resources of the parent object (first in the path) that have been edited.
- // For example, Node2D -> nested resource -> nested resource, if edited each individually in their own inspector.
- Vector<_Object> path;
- // The current point in the path. This is always equal to the last item in the path - it is never decremented.
- int level = 0;
- };
- friend class EditorData;
- Vector<HistoryElement> history;
- int current_elem_idx; // The current history element being edited.
- public:
- void cleanup_history();
- bool is_at_beginning() const;
- bool is_at_end() const;
- // Adds an object to the selection history. A property name can be passed if the target is a subresource of the given object.
- // If the object should not change the main screen plugin, it can be set as inspector only.
- void add_object(ObjectID p_object, const String &p_property = String(), bool p_inspector_only = false);
- int get_history_len();
- int get_history_pos();
- // Gets an object from the history. The most recent object would be the object with p_obj = get_history_len() - 1.
- ObjectID get_history_obj(int p_obj) const;
- bool next();
- bool previous();
- ObjectID get_current();
- bool is_current_inspector_only() const;
- // Gets the size of the path of the current history item.
- int get_path_size() const;
- // Gets the object of the current history item, if valid.
- ObjectID get_path_object(int p_index) const;
- // Gets the property of the current history item.
- String get_path_property(int p_index) const;
- void clear();
- EditorSelectionHistory();
- };
- class EditorSelection;
- class EditorData {
- public:
- struct CustomType {
- String name;
- Ref<Script> script;
- Ref<Texture2D> icon;
- };
- struct EditedScene {
- Node *root = nullptr;
- String path;
- uint64_t file_modified_time = 0;
- Dictionary editor_states;
- List<Node *> selection;
- Vector<EditorSelectionHistory::HistoryElement> history_stored;
- int history_current = 0;
- Dictionary custom_state;
- NodePath live_edit_root;
- int history_id = 0;
- uint64_t last_checked_version = 0;
- };
- private:
- Vector<EditorPlugin *> editor_plugins;
- struct PropertyData {
- String name;
- Variant value;
- };
- HashMap<String, Vector<CustomType>> custom_types;
- List<PropertyData> clipboard;
- EditorUndoRedoManager *undo_redo_manager;
- Vector<Callable> undo_redo_callbacks;
- HashMap<StringName, Callable> move_element_functions;
- Vector<EditedScene> edited_scene;
- int current_edited_scene = -1;
- int last_created_scene = 1;
- bool _find_updated_instances(Node *p_root, Node *p_node, HashSet<String> &checked_paths);
- HashMap<StringName, String> _script_class_icon_paths;
- HashMap<String, StringName> _script_class_file_to_path;
- public:
- EditorPlugin *get_editor(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);
- 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)
- void remove_undo_redo_inspector_hook_callback(Callable p_callable);
- const Vector<Callable> get_undo_redo_inspector_hook_callback();
- 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)
- void remove_move_array_element_function(const StringName &p_class);
- Callable get_move_array_element_function(const StringName &p_class) const;
- void save_editor_global_states();
- void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
- Variant instantiate_custom_type(const String &p_type, const String &p_inherits);
- void remove_custom_type(const String &p_type);
- const HashMap<String, Vector<CustomType>> &get_custom_types() const { return custom_types; }
- const CustomType *get_custom_type_by_name(const String &p_name) const;
- const CustomType *get_custom_type_by_path(const String &p_path) const;
- bool is_type_recognized(const String &p_type) const;
- void instantiate_object_properties(Object *p_object);
- 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);
- int get_edited_scene() const;
- Node *get_edited_scene_root(int p_idx = -1);
- int get_edited_scene_count() const;
- Vector<EditedScene> get_edited_scenes() const;
- String get_scene_title(int p_idx, bool p_always_strip_extension = false) const;
- String get_scene_path(int p_idx) const;
- String get_scene_type(int p_idx) const;
- void set_scene_path(int p_idx, const String &p_path);
- Ref<Script> get_scene_root_script(int p_idx) const;
- void set_scene_modified_time(int p_idx, uint64_t p_time);
- uint64_t get_scene_modified_time(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);
- bool call_build();
- void set_scene_as_saved(int p_idx);
- bool is_scene_changed(int p_idx);
- int get_scene_history_id_from_path(const String &p_path) const;
- int get_current_edited_scene_history_id() const;
- int get_scene_history_id(int p_idx) const;
- 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, EditorSelectionHistory *p_history, const Dictionary &p_custom);
- Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
- void notify_edited_scene_changed();
- void notify_resource_saved(const Ref<Resource> &p_resource);
- bool script_class_is_parent(const String &p_class, const String &p_inherits);
- StringName script_class_get_base(const String &p_class) const;
- Variant script_class_instance(const String &p_class);
- Ref<Script> script_class_load_script(const String &p_class) const;
- StringName script_class_get_name(const String &p_path) const;
- void script_class_set_name(const String &p_path, const StringName &p_class);
- String script_class_get_icon_path(const String &p_class) const;
- void script_class_set_icon_path(const String &p_class, const String &p_icon_path);
- void script_class_clear_icon_paths() { _script_class_icon_paths.clear(); }
- void script_class_save_icon_paths();
- void script_class_load_icon_paths();
- EditorData();
- ~EditorData();
- };
- /**
- * Stores and provides access to the nodes currently selected in the editor.
- *
- * This provides a central location for storing "selected" nodes, as a selection can be triggered from multiple places,
- * such as the SceneTreeDock or a main screen editor plugin (e.g. CanvasItemEditor).
- */
- class EditorSelection : public Object {
- GDCLASS(EditorSelection, Object);
- // Contains the selected nodes and corresponding metadata.
- // Metadata objects come from calling _get_editor_data on the editor_plugins, passing the selected node.
- HashMap<Node *, Object *> selection;
- // Tracks whether the selection change signal has been emitted.
- // Prevents multiple signals being called in one frame.
- bool emitted = false;
- bool changed = false;
- bool node_list_changed = false;
- void _node_removed(Node *p_node);
- // Editor plugins which are related to selection.
- List<Object *> editor_plugins;
- List<Node *> selected_node_list;
- void _update_node_list();
- TypedArray<Node> _get_transformable_selected_nodes();
- void _emit_change();
- protected:
- static void _bind_methods();
- public:
- void add_node(Node *p_node);
- void remove_node(Node *p_node);
- bool is_selected(Node *p_node) const;
- template <class T>
- T *get_node_editor_data(Node *p_node) {
- if (!selection.has(p_node)) {
- return nullptr;
- }
- return Object::cast_to<T>(selection[p_node]);
- }
- // Adds an editor plugin which can provide metadata for selected nodes.
- void add_editor_plugin(Object *p_object);
- void update();
- void clear();
- // Returns all the selected nodes.
- TypedArray<Node> get_selected_nodes();
- // Returns only the top level selected nodes.
- // That is, if the selection includes some node and a child of that node, only the parent is returned.
- List<Node *> &get_selected_node_list();
- // Returns all the selected nodes (list version of "get_selected_nodes").
- List<Node *> get_full_selected_node_list();
- // Returns the map of selected objects and their metadata.
- HashMap<Node *, Object *> &get_selection() { return selection; }
- EditorSelection();
- ~EditorSelection();
- };
- #endif // EDITOR_DATA_H
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