/*************************************************************************/ /* editor_data.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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/list.h" #include "core/pair.h" #include "core/undo_redo.h" #include "editor/editor_plugin.h" #include "editor/plugins/script_editor_plugin.h" #include "scene/resources/texture.h" class EditorHistory { enum { HISTORY_MAX = 64 }; struct Obj { REF ref; ObjectID object; String property; bool inspector_only; }; 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 _add_object(ObjectID p_object, const String &p_property, int p_level_change, bool p_inspector_only = false); public: void cleanup_history(); bool is_at_beginning() const; bool is_at_end() const; void add_object_inspector_only(ObjectID p_object); 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 is_history_obj_inspector_only(int p_obj) const; bool next(); bool previous(); ObjectID get_current(); bool is_current_inspector_only() const; 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; }; struct EditedScene { Node *root; Dictionary editor_states; List<Node *> selection; Vector<EditorHistory::History> history_stored; int history_current; Dictionary custom_state; uint64_t version; NodePath live_edit_root; }; 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(); Vector<EditedScene> edited_scene; int current_edited_scene; bool _find_updated_instances(Node *p_root, Node *p_node, Set<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); 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); Object *instance_custom_type(const String &p_type, const String &p_inherits); 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); 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) 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_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); bool call_build(); 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(); 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; Object *script_class_instance(const String &p_class); 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(); }; class EditorSelection : public Object { GDCLASS(EditorSelection, Object); private: Map<Node *, Object *> selection; bool emitted; 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_transformable_selected_nodes(); void _emit_change(); protected: static void _bind_methods(); public: Array get_selected_nodes(); 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; return Object::cast_to<T>(selection[p_node]); } 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