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/**************************************************************************/
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/* editor_interface.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef EDITOR_INTERFACE_H
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#define EDITOR_INTERFACE_H
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#include "core/io/resource.h"
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#include "core/object/class_db.h"
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#include "core/object/object.h"
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#include "core/object/script_language.h"
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class Control;
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class EditorCommandPalette;
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class EditorFileSystem;
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class EditorInspector;
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class EditorPaths;
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class EditorPlugin;
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class EditorResourcePreview;
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class EditorSelection;
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class EditorSettings;
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class FileSystemDock;
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class Mesh;
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class Node;
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class ScriptEditor;
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class Texture2D;
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class Theme;
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class VBoxContainer;
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class Window;
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class EditorInterface : public Object {
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GDCLASS(EditorInterface, Object);
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static EditorInterface *singleton;
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// Editor tools.
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TypedArray<Texture2D> _make_mesh_previews(const TypedArray<Mesh> &p_meshes, int p_preview_size);
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protected:
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static void _bind_methods();
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public:
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static EditorInterface *get_singleton() { return singleton; }
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void restart_editor(bool p_save = true);
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// Editor tools.
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EditorCommandPalette *get_command_palette() const;
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EditorFileSystem *get_resource_file_system() const;
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EditorPaths *get_editor_paths() const;
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EditorResourcePreview *get_resource_previewer() const;
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EditorSelection *get_selection() const;
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Ref<EditorSettings> get_editor_settings() const;
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Vector<Ref<Texture2D>> make_mesh_previews(const Vector<Ref<Mesh>> &p_meshes, Vector<Transform3D> *p_transforms, int p_preview_size);
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void set_plugin_enabled(const String &p_plugin, bool p_enabled);
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bool is_plugin_enabled(const String &p_plugin) const;
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// Editor GUI.
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Ref<Theme> get_editor_theme() const;
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Control *get_base_control() const;
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VBoxContainer *get_editor_main_screen() const;
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ScriptEditor *get_script_editor() const;
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void set_main_screen_editor(const String &p_name);
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void set_distraction_free_mode(bool p_enter);
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bool is_distraction_free_mode_enabled() const;
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float get_editor_scale() const;
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2023-04-20 15:13:21 +02:00
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void popup_dialog(Window *p_dialog, const Rect2i &p_screen_rect = Rect2i());
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void popup_dialog_centered(Window *p_dialog, const Size2i &p_minsize = Size2i());
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void popup_dialog_centered_ratio(Window *p_dialog, float p_ratio = 0.8);
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void popup_dialog_centered_clamped(Window *p_dialog, const Size2i &p_size = Size2i(), float p_fallback_ratio = 0.75);
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2023-03-04 20:27:56 +01:00
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String get_current_feature_profile() const;
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void set_current_feature_profile(const String &p_profile_name);
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// Editor docks.
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FileSystemDock *get_file_system_dock() const;
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void select_file(const String &p_file);
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Vector<String> get_selected_paths() const;
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String get_current_path() const;
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String get_current_directory() const;
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EditorInspector *get_inspector() const;
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// Object/Resource/Node editing.
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void inspect_object(Object *p_obj, const String &p_for_property = String(), bool p_inspector_only = false);
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void edit_resource(const Ref<Resource> &p_resource);
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void edit_node(Node *p_node);
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void edit_script(const Ref<Script> &p_script, int p_line = -1, int p_col = 0, bool p_grab_focus = true);
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void open_scene_from_path(const String &scene_path);
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void reload_scene_from_path(const String &scene_path);
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PackedStringArray get_open_scenes() const;
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Node *get_edited_scene_root() const;
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Error save_scene();
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void save_scene_as(const String &p_scene, bool p_with_preview = true);
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void mark_scene_as_unsaved();
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void save_all_scenes();
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// Scene playback.
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void play_main_scene();
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void play_current_scene();
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void play_custom_scene(const String &scene_path);
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void stop_playing_scene();
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bool is_playing_scene() const;
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String get_playing_scene() const;
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void set_movie_maker_enabled(bool p_enabled);
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bool is_movie_maker_enabled() const;
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// Base.
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static void create();
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static void free();
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EditorInterface();
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};
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#endif // EDITOR_INTERFACE_H
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