/*************************************************************************/ /* editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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_PLUGIN_H #define EDITOR_PLUGIN_H #include "scene/main/node.h" #include "scene/resources/texture.h" #include "undo_redo.h" #include "io/config_file.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class EditorNode; class Spatial; class Camera; class EditorSelection; class EditorImportExport; class EditorSettings; class SpatialEditorGizmo; class EditorImportPlugin; class EditorExportPlugin; class EditorPlugin : public Node { OBJ_TYPE( EditorPlugin, Node ); friend class EditorData; UndoRedo *undo_redo; UndoRedo* _get_undo_redo() { return undo_redo; } protected: static void _bind_methods(); UndoRedo& get_undo_redo() { return *undo_redo; } void add_custom_type(const String& p_type, const String& p_base,const Ref<Script>& p_script, const Ref<Texture>& p_icon); void remove_custom_type(const String& p_type); public: enum CustomControlContainer { CONTAINER_TOOLBAR, CONTAINER_SPATIAL_EDITOR_MENU, CONTAINER_SPATIAL_EDITOR_SIDE, CONTAINER_SPATIAL_EDITOR_BOTTOM, CONTAINER_CANVAS_EDITOR_MENU, CONTAINER_CANVAS_EDITOR_SIDE, CONTAINER_CANVAS_EDITOR_BOTTOM, CONTAINER_PROPERTY_EDITOR_BOTTOM }; enum DockSlot { DOCK_SLOT_LEFT_UL, DOCK_SLOT_LEFT_BL, DOCK_SLOT_LEFT_UR, DOCK_SLOT_LEFT_BR, DOCK_SLOT_RIGHT_UL, DOCK_SLOT_RIGHT_BL, DOCK_SLOT_RIGHT_UR, DOCK_SLOT_RIGHT_BR, DOCK_SLOT_MAX }; //TODO: send a resoucre for editing to the editor node? void add_control_to_container(CustomControlContainer p_location, Control *p_control); void add_control_to_bottom_panel(Control *p_control, const String &p_title); void add_control_to_dock(DockSlot p_slot,Control *p_control); void remove_control_from_docks(Control *p_control); void remove_control_from_bottom_panel(Control *p_control); virtual Ref<SpatialEditorGizmo> create_spatial_gizmo(Spatial* p_spatial); virtual bool forward_input_event(const InputEvent& p_event); virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event); virtual String get_name() const; virtual bool has_main_screen() const; virtual void make_visible(bool p_visible); virtual void selected_notify() {}//notify that it was raised by the user, not the editor virtual void edit(Object *p_object); virtual bool handles(Object *p_node) const; virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene virtual void set_state(const Dictionary& p_state) ; //restore editor state (likely was saved with the scene) virtual void clear() ; // clear any temporary data in te editor, reset it (likely new scene or load another scene) virtual void save_external_data() ; // if editor references external resources/scenes, save them virtual void apply_changes() ; // if changes are pending in editor, apply them virtual void get_breakpoints(List<String> *p_breakpoints); virtual bool get_remove_list(List<Node*> *p_list); virtual void set_window_layout(Ref<ConfigFile> p_layout); virtual void get_window_layout(Ref<ConfigFile> p_layout); virtual void edited_scene_changed(){}; // if changes are pending in editor, apply them Control *get_base_control(); void add_import_plugin(const Ref<EditorImportPlugin>& p_editor_import); void remove_import_plugin(const Ref<EditorImportPlugin>& p_editor_import); void add_export_plugin(const Ref<EditorExportPlugin>& p_editor_export); void remove_export_plugin(const Ref<EditorExportPlugin>& p_editor_export); EditorSelection* get_selection(); //EditorImportExport *get_import_export(); EditorSettings *get_editor_settings(); virtual void restore_global_state(); virtual void save_global_state(); EditorPlugin(); virtual ~EditorPlugin(); }; VARIANT_ENUM_CAST( EditorPlugin::CustomControlContainer ); VARIANT_ENUM_CAST( EditorPlugin::DockSlot ); typedef EditorPlugin* (*EditorPluginCreateFunc)(EditorNode *); class EditorPlugins { enum { MAX_CREATE_FUNCS=64 }; static EditorPluginCreateFunc creation_funcs[MAX_CREATE_FUNCS]; static int creation_func_count; template<class T> static EditorPlugin *creator(EditorNode *p_node) { return memnew( T(p_node) ); } public: static int get_plugin_count() { return creation_func_count; } static EditorPlugin* create(int p_idx,EditorNode* p_editor) { ERR_FAIL_INDEX_V(p_idx,creation_func_count,NULL); return creation_funcs[p_idx](p_editor); } template<class T> static void add_by_type() { add_create_func(creator<T>); } static void add_create_func(EditorPluginCreateFunc p_func) { ERR_FAIL_COND(creation_func_count>=MAX_CREATE_FUNCS); creation_funcs[creation_func_count++]=p_func; } }; #endif