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/*************************************************************************/
/* editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_PLUGIN_H
#define EDITOR_PLUGIN_H
#include "core/io/config_file.h"
#include "core/object/undo_redo.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_inspector.h"
#include "editor/editor_translation_parser.h"
#include "editor/import/editor_import_plugin.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/script_create_dialog.h"
#include "scene/main/node.h"
#include "scene/resources/texture.h"
class EditorNode;
class Node3D;
class Camera3D;
class EditorSelection;
class EditorExport;
class EditorSettings;
class EditorImportPlugin;
class EditorExportPlugin;
class EditorNode3DGizmoPlugin;
class EditorResourcePreview;
class EditorFileSystem;
class EditorToolAddons;
class FileSystemDock;
class ScriptEditor;
class EditorInterface : public Node {
GDCLASS(EditorInterface, Node);
protected:
static void _bind_methods();
static EditorInterface *singleton;
Array _make_mesh_previews(const Array &p_meshes, int p_preview_size);
public:
static EditorInterface *get_singleton() { return singleton; }
Control *get_editor_main_control();
void edit_resource(const Ref<Resource> &p_resource);
void open_scene_from_path(const String &scene_path);
void reload_scene_from_path(const String &scene_path);
void play_main_scene();
void play_current_scene();
void play_custom_scene(const String &scene_path);
void stop_playing_scene();
bool is_playing_scene() const;
String get_playing_scene() const;
Node *get_edited_scene_root();
Array get_open_scenes() const;
ScriptEditor *get_script_editor();
void select_file(const String &p_file);
String get_selected_path() const;
String get_current_path() const;
void inspect_object(Object *p_obj, const String &p_for_property = String(), bool p_inspector_only = false);
EditorSelection *get_selection();
//EditorImportExport *get_import_export();
Ref<EditorSettings> get_editor_settings();
EditorResourcePreview *get_resource_previewer();
EditorFileSystem *get_resource_file_system();
FileSystemDock *get_file_system_dock();
Control *get_base_control();
void set_plugin_enabled(const String &p_plugin, bool p_enabled);
bool is_plugin_enabled(const String &p_plugin) const;
EditorInspector *get_inspector() const;
Error save_scene();
void save_scene_as(const String &p_scene, bool p_with_preview = true);
Vector<Ref<Texture2D>> make_mesh_previews(const Vector<Ref<Mesh>> &p_meshes, Vector<Transform> *p_transforms, int p_preview_size);
void set_main_screen_editor(const String &p_name);
void set_distraction_free_mode(bool p_enter);
bool is_distraction_free_mode_enabled() const;
EditorInterface();
};
class EditorPlugin : public Node {
GDCLASS(EditorPlugin, Node);
friend class EditorData;
UndoRedo *undo_redo = nullptr;
UndoRedo *_get_undo_redo() { return undo_redo; }
bool input_event_forwarding_always_enabled = false;
bool force_draw_over_forwarding_enabled = false;
String last_main_screen_name;
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<Texture2D> &p_icon);
void remove_custom_type(const String &p_type);
public:
enum CustomControlContainer {
CONTAINER_TOOLBAR,
CONTAINER_SPATIAL_EDITOR_MENU,
CONTAINER_SPATIAL_EDITOR_SIDE_LEFT,
CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT,
CONTAINER_SPATIAL_EDITOR_BOTTOM,
CONTAINER_CANVAS_EDITOR_MENU,
CONTAINER_CANVAS_EDITOR_SIDE_LEFT,
CONTAINER_CANVAS_EDITOR_SIDE_RIGHT,
CONTAINER_CANVAS_EDITOR_BOTTOM,
CONTAINER_PROPERTY_EDITOR_BOTTOM,
CONTAINER_PROJECT_SETTING_TAB_LEFT,
CONTAINER_PROJECT_SETTING_TAB_RIGHT,
};
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 resource for editing to the editor node?
void add_control_to_container(CustomControlContainer p_location, Control *p_control);
void remove_control_from_container(CustomControlContainer p_location, Control *p_control);
Button *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);
void add_tool_menu_item(const String &p_name, const Callable &p_callable);
void add_tool_submenu_item(const String &p_name, Object *p_submenu);
void remove_tool_menu_item(const String &p_name);
void set_input_event_forwarding_always_enabled();
bool is_input_event_forwarding_always_enabled() { return input_event_forwarding_always_enabled; }
void set_force_draw_over_forwarding_enabled();
bool is_force_draw_over_forwarding_enabled() { return force_draw_over_forwarding_enabled; }
void notify_main_screen_changed(const String &screen_name);
void notify_scene_changed(const Node *scn_root);
void notify_scene_closed(const String &scene_filepath);
void notify_resource_saved(const Ref<Resource> &p_resource);
virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
virtual void forward_canvas_draw_over_viewport(Control *p_overlay);
virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay);
virtual bool forward_spatial_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event);
virtual void forward_spatial_draw_over_viewport(Control *p_overlay);
virtual void forward_spatial_force_draw_over_viewport(Control *p_overlay);
virtual String get_name() const;
virtual const Ref<Texture2D> get_icon() 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_object) 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 the 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
virtual bool build(); // builds with external tools. Returns true if safe to continue running scene.
EditorInterface *get_editor_interface();
ScriptCreateDialog *get_script_create_dialog();
int update_overlays() const;
void queue_save_layout();
void make_bottom_panel_item_visible(Control *p_item);
void hide_bottom_panel();
virtual void restore_global_state();
virtual void save_global_state();
void add_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser);
void remove_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser);
void add_import_plugin(const Ref<EditorImportPlugin> &p_importer);
void remove_import_plugin(const Ref<EditorImportPlugin> &p_importer);
void add_export_plugin(const Ref<EditorExportPlugin> &p_exporter);
void remove_export_plugin(const Ref<EditorExportPlugin> &p_exporter);
void add_spatial_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin);
void remove_spatial_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin);
void add_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin);
void remove_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin);
void add_scene_import_plugin(const Ref<EditorSceneImporter> &p_importer);
void remove_scene_import_plugin(const Ref<EditorSceneImporter> &p_importer);
void add_autoload_singleton(const String &p_name, const String &p_path);
void remove_autoload_singleton(const String &p_name);
void add_debugger_plugin(const Ref<Script> &p_script);
void remove_debugger_plugin(const Ref<Script> &p_script);
void enable_plugin();
void disable_plugin();
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, nullptr);
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
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