/*************************************************************************/ /* replication_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 REPLICATION_EDITOR_PLUGIN_H #define REPLICATION_EDITOR_PLUGIN_H #include "editor/editor_plugin.h" #include "editor/editor_spin_slider.h" #include "editor/property_selector.h" #include "../scene_replication_config.h" class ConfirmationDialog; class MultiplayerSynchronizer; class SceneTreeDialog; class Tree; class TreeItem; class ReplicationEditor : public VBoxContainer { GDCLASS(ReplicationEditor, VBoxContainer); private: MultiplayerSynchronizer *current = nullptr; AcceptDialog *error_dialog = nullptr; ConfirmationDialog *delete_dialog = nullptr; Button *add_pick_button = nullptr; Button *add_from_path_button = nullptr; LineEdit *np_line_edit = nullptr; Label *drop_label = nullptr; Ref config; NodePath deleting; Tree *tree = nullptr; bool keying = false; PropertySelector *prop_selector = nullptr; SceneTreeDialog *pick_node = nullptr; NodePath adding_node_path; Button *pin = nullptr; Ref _get_class_icon(const Node *p_node); void _add_pressed(); void _tree_item_edited(); void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button); void _update_checked(const NodePath &p_prop, int p_column, bool p_checked); void _update_config(); void _dialog_closed(bool p_confirmed); void _add_property(const NodePath &p_property, bool p_spawn = true, bool p_sync = true); void _pick_node_filter_text_changed(const String &p_newtext); void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector &p_select_candidates); void _pick_node_filter_input(const Ref &p_ie); void _pick_node_selected(NodePath p_path); void _pick_new_property(); void _pick_node_property_selected(String p_name); bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const; void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from); void _add_sync_property(String p_path); protected: static void _bind_methods(); void _notification(int p_what); public: void update_keying(); void edit(MultiplayerSynchronizer *p_object); bool has_keying() const { return keying; } MultiplayerSynchronizer *get_current() const { return current; } void property_keyed(const String &p_property); Button *get_pin() { return pin; } ReplicationEditor(); ~ReplicationEditor() {} }; class ReplicationEditorPlugin : public EditorPlugin { GDCLASS(ReplicationEditorPlugin, EditorPlugin); private: Button *button = nullptr; ReplicationEditor *repl_editor = nullptr; void _node_removed(Node *p_node); void _keying_changed(); void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance); void _pinned(); protected: void _notification(int p_what); public: virtual void edit(Object *p_object) override; virtual bool handles(Object *p_object) const override; virtual void make_visible(bool p_visible) override; ReplicationEditorPlugin(); ~ReplicationEditorPlugin(); }; #else class ReplicationEditorPlugin : public EditorPlugin { GDCLASS(ReplicationEditorPlugin, EditorPlugin); public: virtual void edit(Object *p_object) override {} virtual bool handles(Object *p_object) const override { return false; } virtual void make_visible(bool p_visible) override {} ReplicationEditorPlugin() {} ~ReplicationEditorPlugin() {} }; #endif // REPLICATION_EDITOR_PLUGIN_H