virtualx-engine/editor/editor_node.h

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/*************************************************************************/
/* editor_node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef EDITOR_NODE_H
#define EDITOR_NODE_H
#include "core/templates/safe_refcount.h"
#include "editor/editor_data.h"
#include "editor/editor_folding.h"
#include "editor/editor_native_shader_source_visualizer.h"
#include "editor/editor_plugin.h"
#include "editor/editor_run.h"
#include "editor/editor_title_bar.h"
#include "editor/export/editor_export.h"
typedef void (*EditorNodeInitCallback)();
typedef void (*EditorPluginInitializeCallback)();
typedef bool (*EditorBuildCallback)();
class AcceptDialog;
class AudioStreamPreviewGenerator;
class BackgroundProgress;
class CenterContainer;
class CheckBox;
class ColorPicker;
class ConfirmationDialog;
class Control;
class DependencyEditor;
class DependencyErrorDialog;
class DynamicFontImportSettings;
class EditorAbout;
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class EditorCommandPalette;
class EditorExport;
class EditorExtensionManager;
class EditorFeatureProfileManager;
class EditorFileDialog;
class EditorFileServer;
class EditorFolding;
class EditorInspector;
class EditorLayoutsDialog;
class EditorLog;
class EditorPluginList;
class EditorQuickOpen;
class EditorResourcePreview;
class EditorResourceConversionPlugin;
class EditorRun;
class EditorRunNative;
class EditorSelectionHistory;
class EditorSettingsDialog;
class EditorToaster;
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class EditorUndoRedoManager;
class ExportTemplateManager;
class FBXImporterManager;
class FileDialog;
class FileSystemDock;
class HistoryDock;
class HSplitContainer;
class ImportDock;
class LinkButton;
class MenuBar;
class MenuButton;
class NodeDock;
class OptionButton;
class OrphanResourcesDialog;
class Panel;
class PanelContainer;
class PluginConfigDialog;
class ProgressDialog;
class ProjectExportDialog;
class ProjectSettingsEditor;
class RunSettingsDialog;
class SceneImportSettings;
class AudioStreamImportSettings;
class ScriptCreateDialog;
class SubViewport;
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class TabBar;
class TabContainer;
class TextureRect;
class TextureProgressBar;
class Tree;
class VSplitContainer;
class Window;
class EditorBuildProfileManager;
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class EditorNode : public Node {
GDCLASS(EditorNode, Node);
public:
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
};
enum EditorTable {
EDITOR_2D = 0,
EDITOR_3D,
EDITOR_SCRIPT,
EDITOR_ASSETLIB
};
enum SceneNameCasing {
SCENE_NAME_CASING_AUTO,
SCENE_NAME_CASING_PASCAL_CASE,
SCENE_NAME_CASING_SNAKE_CASE
};
struct ExecuteThreadArgs {
String path;
List<String> args;
String output;
Thread execute_output_thread;
Mutex execute_output_mutex;
int exitcode = 0;
SafeFlag done;
};
private:
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enum MenuOptions {
FILE_NEW_SCENE,
FILE_NEW_INHERITED_SCENE,
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FILE_OPEN_SCENE,
FILE_SAVE_SCENE,
FILE_SAVE_AS_SCENE,
FILE_SAVE_ALL_SCENES,
FILE_SAVE_AND_RUN,
FILE_SAVE_AND_RUN_MAIN_SCENE,
FILE_SHOW_IN_FILESYSTEM,
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FILE_EXPORT_PROJECT,
FILE_EXPORT_MESH_LIBRARY,
FILE_INSTALL_ANDROID_SOURCE,
FILE_EXPLORE_ANDROID_BUILD_TEMPLATES,
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FILE_SAVE_OPTIMIZED,
FILE_OPEN_RECENT,
FILE_OPEN_OLD_SCENE,
FILE_QUICK_OPEN,
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FILE_QUICK_OPEN_SCENE,
FILE_QUICK_OPEN_SCRIPT,
FILE_OPEN_PREV,
FILE_CLOSE,
FILE_CLOSE_OTHERS,
FILE_CLOSE_RIGHT,
FILE_CLOSE_ALL,
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FILE_CLOSE_ALL_AND_QUIT,
FILE_CLOSE_ALL_AND_RUN_PROJECT_MANAGER,
FILE_CLOSE_ALL_AND_RELOAD_CURRENT_PROJECT,
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FILE_QUIT,
FILE_EXTERNAL_OPEN_SCENE,
EDIT_UNDO,
EDIT_REDO,
EDIT_RELOAD_SAVED_SCENE,
TOOLS_ORPHAN_RESOURCES,
TOOLS_BUILD_PROFILE_MANAGER,
TOOLS_CUSTOM,
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RESOURCE_SAVE,
RESOURCE_SAVE_AS,
RUN_PLAY,
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RUN_STOP,
RUN_PLAY_SCENE,
RUN_PLAY_CUSTOM_SCENE,
RUN_SETTINGS,
RUN_USER_DATA_FOLDER,
RELOAD_CURRENT_PROJECT,
RUN_PROJECT_MANAGER,
RUN_VCS_METADATA,
RUN_VCS_SETTINGS,
SETTINGS_UPDATE_CONTINUOUSLY,
SETTINGS_UPDATE_WHEN_CHANGED,
SETTINGS_UPDATE_ALWAYS,
SETTINGS_UPDATE_CHANGES,
SETTINGS_UPDATE_SPINNER_HIDE,
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SETTINGS_PREFERENCES,
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SETTINGS_LAYOUT_SAVE,
SETTINGS_LAYOUT_DELETE,
SETTINGS_LAYOUT_DEFAULT,
SETTINGS_EDITOR_DATA_FOLDER,
SETTINGS_EDITOR_CONFIG_FOLDER,
SETTINGS_MANAGE_EXPORT_TEMPLATES,
SETTINGS_MANAGE_FBX_IMPORTER,
SETTINGS_MANAGE_FEATURE_PROFILES,
SETTINGS_INSTALL_ANDROID_BUILD_TEMPLATE,
SETTINGS_PICK_MAIN_SCENE,
SETTINGS_TOGGLE_FULLSCREEN,
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SETTINGS_HELP,
SCENE_TAB_CLOSE,
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EDITOR_SCREENSHOT,
EDITOR_OPEN_SCREENSHOT,
HELP_SEARCH,
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HELP_COMMAND_PALETTE,
HELP_DOCS,
HELP_QA,
HELP_REPORT_A_BUG,
HELP_SUGGEST_A_FEATURE,
HELP_SEND_DOCS_FEEDBACK,
HELP_COMMUNITY,
HELP_ABOUT,
HELP_SUPPORT_GODOT_DEVELOPMENT,
SET_RENDERER_NAME_SAVE_AND_RESTART,
GLOBAL_NEW_WINDOW,
GLOBAL_SCENE,
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IMPORT_PLUGIN_BASE = 100,
TOOL_MENU_BASE = 1000
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};
enum {
MAX_INIT_CALLBACKS = 128,
MAX_BUILD_CALLBACKS = 128
};
struct BottomPanelItem {
String name;
Control *control = nullptr;
Button *button = nullptr;
};
struct ExportDefer {
String preset;
String path;
bool debug = false;
bool pack_only = false;
} export_defer;
static EditorNode *singleton;
EditorData editor_data;
EditorFolding editor_folding;
EditorRun editor_run;
EditorSelectionHistory editor_history;
EditorCommandPalette *command_palette = nullptr;
EditorExport *editor_export = nullptr;
EditorInterface *editor_interface = nullptr;
EditorLog *log = nullptr;
EditorNativeShaderSourceVisualizer *native_shader_source_visualizer = nullptr;
EditorPlugin *editor_plugin_screen = nullptr;
EditorPluginList *editor_plugins_force_input_forwarding = nullptr;
EditorPluginList *editor_plugins_force_over = nullptr;
EditorPluginList *editor_plugins_over = nullptr;
EditorQuickOpen *quick_open = nullptr;
EditorQuickOpen *quick_run = nullptr;
EditorResourcePreview *resource_preview = nullptr;
EditorRunNative *run_native = nullptr;
EditorSelection *editor_selection = nullptr;
EditorSettingsDialog *editor_settings_dialog = nullptr;
HistoryDock *history_dock = nullptr;
ProjectExportDialog *project_export = nullptr;
ProjectSettingsEditor *project_settings_editor = nullptr;
FBXImporterManager *fbx_importer_manager = nullptr;
Vector<EditorPlugin *> editor_plugins;
bool _initializing_plugins = false;
HashMap<String, EditorPlugin *> addon_name_to_plugin;
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PanelContainer *scene_root_parent = nullptr;
Control *theme_base = nullptr;
Control *gui_base = nullptr;
VBoxContainer *main_vbox = nullptr;
OptionButton *renderer = nullptr;
ConfirmationDialog *video_restart_dialog = nullptr;
int renderer_current = 0;
String renderer_request;
// Split containers.
HSplitContainer *left_l_hsplit = nullptr;
VSplitContainer *left_l_vsplit = nullptr;
HSplitContainer *left_r_hsplit = nullptr;
VSplitContainer *left_r_vsplit = nullptr;
HSplitContainer *main_hsplit = nullptr;
HSplitContainer *right_hsplit = nullptr;
VSplitContainer *right_l_vsplit = nullptr;
VSplitContainer *right_r_vsplit = nullptr;
VSplitContainer *center_split = nullptr;
// To access those easily by index.
Vector<VSplitContainer *> vsplits;
Vector<HSplitContainer *> hsplits;
// Main tabs.
TabBar *scene_tabs = nullptr;
PopupMenu *scene_tabs_context_menu = nullptr;
Panel *tab_preview_panel = nullptr;
TextureRect *tab_preview = nullptr;
int tab_closing_idx = 0;
bool exiting = false;
bool dimmed = false;
int old_split_ofs = 0;
VSplitContainer *top_split = nullptr;
HBoxContainer *bottom_hb = nullptr;
Control *vp_base = nullptr;
Label *project_title = nullptr;
Control *left_menu_spacer = nullptr;
Control *right_menu_spacer = nullptr;
EditorTitleBar *menu_hb = nullptr;
VBoxContainer *main_screen_vbox = nullptr;
MenuBar *main_menu = nullptr;
PopupMenu *file_menu = nullptr;
PopupMenu *project_menu = nullptr;
PopupMenu *debug_menu = nullptr;
PopupMenu *settings_menu = nullptr;
PopupMenu *help_menu = nullptr;
PopupMenu *tool_menu = nullptr;
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PopupMenu *export_as_menu = nullptr;
Button *export_button = nullptr;
Button *prev_scene = nullptr;
Button *search_button = nullptr;
TextureProgressBar *audio_vu = nullptr;
PanelContainer *launch_pad = nullptr;
Button *play_button = nullptr;
Button *pause_button = nullptr;
Button *stop_button = nullptr;
Button *play_scene_button = nullptr;
Button *play_custom_scene_button = nullptr;
PanelContainer *write_movie_panel = nullptr;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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Button *write_movie_button = nullptr;
Timer *screenshot_timer = nullptr;
PluginConfigDialog *plugin_config_dialog = nullptr;
RichTextLabel *load_errors = nullptr;
AcceptDialog *load_error_dialog = nullptr;
RichTextLabel *execute_outputs = nullptr;
AcceptDialog *execute_output_dialog = nullptr;
Ref<Theme> theme;
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PopupMenu *recent_scenes = nullptr;
String _recent_scene;
List<String> previous_scenes;
String defer_load_scene;
Node *_last_instantiated_scene = nullptr;
ConfirmationDialog *confirmation = nullptr;
ConfirmationDialog *save_confirmation = nullptr;
ConfirmationDialog *import_confirmation = nullptr;
ConfirmationDialog *pick_main_scene = nullptr;
Button *select_current_scene_button = nullptr;
AcceptDialog *accept = nullptr;
AcceptDialog *save_accept = nullptr;
EditorAbout *about = nullptr;
AcceptDialog *warning = nullptr;
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int overridden_default_layout = -1;
Ref<ConfigFile> default_layout;
PopupMenu *editor_layouts = nullptr;
EditorLayoutsDialog *layout_dialog = nullptr;
ConfirmationDialog *custom_build_manage_templates = nullptr;
ConfirmationDialog *install_android_build_template = nullptr;
ConfirmationDialog *remove_android_build_template = nullptr;
PopupMenu *vcs_actions_menu = nullptr;
EditorFileDialog *file = nullptr;
ExportTemplateManager *export_template_manager = nullptr;
EditorFeatureProfileManager *feature_profile_manager = nullptr;
EditorBuildProfileManager *build_profile_manager = nullptr;
EditorFileDialog *file_templates = nullptr;
EditorFileDialog *file_export_lib = nullptr;
EditorFileDialog *file_script = nullptr;
EditorFileDialog *file_android_build_source = nullptr;
CheckBox *file_export_lib_merge = nullptr;
CheckBox *file_export_lib_apply_xforms = nullptr;
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String current_path;
MenuButton *update_spinner = nullptr;
HBoxContainer *main_editor_button_hb = nullptr;
Vector<Button *> main_editor_buttons;
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Vector<EditorPlugin *> editor_table;
AudioStreamPreviewGenerator *audio_preview_gen = nullptr;
ProgressDialog *progress_dialog = nullptr;
BackgroundProgress *progress_hb = nullptr;
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DependencyErrorDialog *dependency_error = nullptr;
HashMap<String, HashSet<String>> dependency_errors;
DependencyEditor *dependency_fixer = nullptr;
OrphanResourcesDialog *orphan_resources = nullptr;
ConfirmationDialog *open_imported = nullptr;
Button *new_inherited_button = nullptr;
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String open_import_request;
Vector<Control *> floating_docks;
Button *dock_float = nullptr;
Button *dock_tab_move_left = nullptr;
Button *dock_tab_move_right = nullptr;
Control *dock_select = nullptr;
PopupPanel *dock_select_popup = nullptr;
Rect2 dock_select_rect[DOCK_SLOT_MAX];
TabContainer *dock_slot[DOCK_SLOT_MAX];
Timer *dock_drag_timer = nullptr;
bool docks_visible = true;
int dock_popup_selected_idx = -1;
int dock_select_rect_over_idx = -1;
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PanelContainer *tabbar_panel = nullptr;
HBoxContainer *tabbar_container = nullptr;
Button *distraction_free = nullptr;
Button *scene_tab_add = nullptr;
Control *scene_tab_add_ph = nullptr;
Vector<BottomPanelItem> bottom_panel_items;
PanelContainer *bottom_panel = nullptr;
HBoxContainer *bottom_panel_hb = nullptr;
HBoxContainer *bottom_panel_hb_editors = nullptr;
VBoxContainer *bottom_panel_vb = nullptr;
EditorToaster *editor_toaster = nullptr;
LinkButton *version_btn = nullptr;
Button *bottom_panel_raise = nullptr;
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Tree *disk_changed_list = nullptr;
ConfirmationDialog *disk_changed = nullptr;
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bool scene_distraction_free = false;
bool script_distraction_free = false;
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bool _playing_edited = false;
bool changing_scene = false;
bool cmdline_export_mode = false;
bool convert_old = false;
bool immediate_dialog_confirmed = false;
bool opening_prev = false;
bool restoring_scenes = false;
bool settings_changed = true; // Make it update settings on first frame.
bool unsaved_cache = true;
bool waiting_for_first_scan = true;
int current_menu_option = 0;
SubViewport *scene_root = nullptr; // Root of the scene being edited.
Object *current = nullptr;
Ref<Resource> saving_resource;
uint64_t update_spinner_step_msec = 0;
uint64_t update_spinner_step_frame = 0;
int update_spinner_step = 0;
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String _tmp_import_path;
String external_file;
String open_navigate;
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String run_custom_filename;
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String run_current_filename;
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DynamicFontImportSettings *fontdata_import_settings = nullptr;
SceneImportSettings *scene_import_settings = nullptr;
AudioStreamImportSettings *audio_stream_import_settings = nullptr;
String import_reload_fn;
HashSet<String> textfile_extensions;
HashSet<FileDialog *> file_dialogs;
HashSet<EditorFileDialog *> editor_file_dialogs;
Vector<Ref<EditorResourceConversionPlugin>> resource_conversion_plugins;
PrintHandlerList print_handler;
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HashMap<String, Ref<Texture2D>> icon_type_cache;
HashMap<Ref<Script>, Ref<Texture>> script_icon_cache;
static EditorBuildCallback build_callbacks[MAX_BUILD_CALLBACKS];
static EditorPluginInitializeCallback plugin_init_callbacks[MAX_INIT_CALLBACKS];
static int build_callback_count;
static int plugin_init_callback_count;
static Vector<EditorNodeInitCallback> _init_callbacks;
static void _dependency_error_report(void *ud, const String &p_path, const String &p_dep, const String &p_type) {
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EditorNode *en = static_cast<EditorNode *>(ud);
if (!en->dependency_errors.has(p_path)) {
en->dependency_errors[p_path] = HashSet<String>();
}
en->dependency_errors[p_path].insert(p_dep + "::" + p_type);
}
static Ref<Texture2D> _file_dialog_get_icon(const String &p_path);
static void _file_dialog_register(FileDialog *p_dialog);
static void _file_dialog_unregister(FileDialog *p_dialog);
static void _editor_file_dialog_register(EditorFileDialog *p_dialog);
static void _editor_file_dialog_unregister(EditorFileDialog *p_dialog);
static void _load_error_notify(void *p_ud, const String &p_text);
static void _file_access_close_error_notify(const String &p_str);
static void _print_handler(void *p_this, const String &p_string, bool p_error, bool p_rich);
static void _resource_saved(Ref<Resource> p_resource, const String &p_path);
static void _resource_loaded(Ref<Resource> p_resource, const String &p_path);
void _build_icon_type_cache();
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void _dialog_action(String p_file);
void _edit_current(bool p_skip_foreign = false);
void _dialog_display_save_error(String p_file, Error p_error);
void _dialog_display_load_error(String p_file, Error p_error);
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void _menu_option(int p_option);
void _menu_confirm_current();
void _menu_option_confirm(int p_option, bool p_confirmed);
void _android_build_source_selected(const String &p_file);
void _request_screenshot();
void _screenshot(bool p_use_utc = false);
void _save_screenshot(NodePath p_path);
void _tool_menu_option(int p_idx);
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void _export_as_menu_option(int p_idx);
void _update_file_menu_opened();
void _update_file_menu_closed();
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void _remove_plugin_from_enabled(const String &p_name);
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void _fs_changed();
void _resources_reimported(const Vector<String> &p_resources);
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void _sources_changed(bool p_exist);
void _node_renamed();
void _editor_select_next();
void _editor_select_prev();
void _set_scene_metadata(const String &p_file, int p_idx = -1);
void _get_scene_metadata(const String &p_file);
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void _update_title();
void _update_scene_tabs();
void _version_control_menu_option(int p_idx);
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void _close_messages();
void _show_messages();
void _vp_resized();
void _titlebar_resized();
void _version_button_pressed();
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int _save_external_resources();
bool _validate_scene_recursive(const String &p_filename, Node *p_node);
void _save_scene(String p_file, int idx = -1);
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void _save_all_scenes();
int _next_unsaved_scene(bool p_valid_filename, int p_start = 0);
void _discard_changes(const String &p_str = String());
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void _inherit_request(String p_file);
void _instantiate_request(const Vector<String> &p_files);
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void _display_top_editors(bool p_display);
void _set_top_editors(Vector<EditorPlugin *> p_editor_plugins_over);
void _set_editing_top_editors(Object *p_current_object);
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void _quick_opened();
void _quick_run();
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void _open_command_palette();
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void _write_movie_toggled(bool p_enabled);
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void _run(bool p_current = false, const String &p_custom = "");
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void _run_native(const Ref<EditorExportPreset> &p_preset);
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void _reset_play_buttons();
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void _add_to_recent_scenes(const String &p_scene);
void _update_recent_scenes();
void _open_recent_scene(int p_idx);
void _global_menu_scene(const Variant &p_tag);
void _global_menu_new_window(const Variant &p_tag);
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void _dropped_files(const Vector<String> &p_files);
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void _add_dropped_files_recursive(const Vector<String> &p_files, String to_path);
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void _update_from_settings();
void _renderer_selected(int);
void _update_renderer_color();
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void _exit_editor(int p_exit_code);
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virtual void shortcut_input(const Ref<InputEvent> &p_event) override;
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bool has_main_screen() const { return true; }
void _remove_edited_scene(bool p_change_tab = true);
void _remove_scene(int index, bool p_change_tab = true);
bool _find_and_save_resource(Ref<Resource> p_res, HashMap<Ref<Resource>, bool> &processed, int32_t flags);
bool _find_and_save_edited_subresources(Object *obj, HashMap<Ref<Resource>, bool> &processed, int32_t flags);
void _save_edited_subresources(Node *scene, HashMap<Ref<Resource>, bool> &processed, int32_t flags);
void _mark_unsaved_scenes();
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void _find_node_types(Node *p_node, int &count_2d, int &count_3d);
void _save_scene_with_preview(String p_file, int p_idx = -1);
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bool _find_scene_in_use(Node *p_node, const String &p_path) const;
void _update_dock_containers();
void _dock_select_input(const Ref<InputEvent> &p_input);
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void _dock_move_left();
void _dock_move_right();
void _dock_select_draw();
void _dock_pre_popup(int p_which);
void _dock_split_dragged(int ofs);
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void _dock_popup_exit();
void _dock_floating_close_request(Control *p_control);
void _dock_make_float();
void _scene_tab_changed(int p_tab);
void _scene_tab_closed(int p_tab, int option = SCENE_TAB_CLOSE);
void _scene_tab_hovered(int p_tab);
void _scene_tab_exit();
void _scene_tab_input(const Ref<InputEvent> &p_input);
void _reposition_active_tab(int idx_to);
void _thumbnail_done(const String &p_path, const Ref<Texture2D> &p_preview, const Ref<Texture2D> &p_small_preview, const Variant &p_udata);
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void _scene_tab_script_edited(int p_tab);
Dictionary _get_main_scene_state();
void _set_main_scene_state(Dictionary p_state, Node *p_for_scene);
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int _get_current_main_editor();
void _save_docks();
void _load_docks();
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void _save_docks_to_config(Ref<ConfigFile> p_layout, const String &p_section);
void _load_docks_from_config(Ref<ConfigFile> p_layout, const String &p_section);
void _update_dock_slots_visibility(bool p_keep_selected_tabs = false);
void _dock_tab_changed(int p_tab);
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void _save_open_scenes_to_config(Ref<ConfigFile> p_layout, const String &p_section);
void _load_open_scenes_from_config(Ref<ConfigFile> p_layout, const String &p_section);
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void _update_layouts_menu();
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void _layout_menu_option(int p_id);
void _update_addon_config();
void _toggle_distraction_free_mode();
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void _inherit_imported(const String &p_action);
void _open_imported();
void _save_default_environment();
void _update_update_spinner();
void _resources_changed(const Vector<String> &p_resources);
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void _scan_external_changes();
void _reload_modified_scenes();
void _reload_project_settings();
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void _resave_scenes(String p_str);
void _feature_profile_changed();
bool _is_class_editor_disabled_by_feature_profile(const StringName &p_class);
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Ref<ImageTexture> _load_custom_class_icon(const String &p_path) const;
void _pick_main_scene_custom_action(const String &p_custom_action_name);
void _immediate_dialog_confirmed();
void _select_default_main_screen_plugin();
void _bottom_panel_switch(bool p_enable, int p_idx);
void _bottom_panel_raise_toggled(bool);
void _begin_first_scan();
bool use_startup_benchmark = false;
String startup_benchmark_file;
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protected:
friend class FileSystemDock;
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static void _bind_methods();
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void _notification(int p_what);
int get_current_tab();
void set_current_tab(int p_tab);
public:
// Public for use with callable_mp.
void _on_plugin_ready(Object *p_script, const String &p_activate_name);
void editor_select(int p_which);
void set_visible_editor(EditorTable p_table) { editor_select(p_table); }
bool call_build();
static EditorNode *get_singleton() { return singleton; }
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static EditorLog *get_log() { return singleton->log; }
static EditorData &get_editor_data() { return singleton->editor_data; }
static EditorFolding &get_editor_folding() { return singleton->editor_folding; }
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static Ref<EditorUndoRedoManager> &get_undo_redo();
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static HBoxContainer *get_menu_hb() { return singleton->menu_hb; }
static VSplitContainer *get_top_split() { return singleton->top_split; }
static String adjust_scene_name_casing(const String &root_name);
static bool has_unsaved_changes() { return singleton->unsaved_cache; }
static void disambiguate_filenames(const Vector<String> p_full_paths, Vector<String> &r_filenames);
static void add_io_error(const String &p_error);
static void progress_add_task(const String &p_task, const String &p_label, int p_steps, bool p_can_cancel = false);
static bool progress_task_step(const String &p_task, const String &p_state, int p_step = -1, bool p_force_refresh = true);
static void progress_end_task(const String &p_task);
static void progress_add_task_bg(const String &p_task, const String &p_label, int p_steps);
static void progress_task_step_bg(const String &p_task, int p_step = -1);
static void progress_end_task_bg(const String &p_task);
static void add_editor_plugin(EditorPlugin *p_editor, bool p_config_changed = false);
static void remove_editor_plugin(EditorPlugin *p_editor, bool p_config_changed = false);
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static void add_plugin_init_callback(EditorPluginInitializeCallback p_callback);
static void add_init_callback(EditorNodeInitCallback p_callback) { _init_callbacks.push_back(p_callback); }
static void add_build_callback(EditorBuildCallback p_callback);
static bool immediate_confirmation_dialog(const String &p_text, const String &p_ok_text = TTR("Ok"), const String &p_cancel_text = TTR("Cancel"));
static void cleanup();
EditorPlugin *get_editor_plugin_screen() { return editor_plugin_screen; }
EditorPluginList *get_editor_plugins_force_input_forwarding() { return editor_plugins_force_input_forwarding; }
EditorPluginList *get_editor_plugins_force_over() { return editor_plugins_force_over; }
EditorPluginList *get_editor_plugins_over() { return editor_plugins_over; }
EditorSelection *get_editor_selection() { return editor_selection; }
EditorSelectionHistory *get_editor_selection_history() { return &editor_history; }
ProjectSettingsEditor *get_project_settings() { return project_settings_editor; }
void new_inherited_scene() { _menu_option_confirm(FILE_NEW_INHERITED_SCENE, false); }
void set_docks_visible(bool p_show);
bool get_docks_visible() const;
void set_distraction_free_mode(bool p_enter);
bool is_distraction_free_mode_enabled() const;
void add_control_to_dock(DockSlot p_slot, Control *p_control);
void remove_control_from_dock(Control *p_control);
void set_addon_plugin_enabled(const String &p_addon, bool p_enabled, bool p_config_changed = false);
bool is_addon_plugin_enabled(const String &p_addon) const;
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void set_movie_maker_enabled(bool p_enabled);
bool is_movie_maker_enabled() const;
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void edit_node(Node *p_node);
void edit_resource(const Ref<Resource> &p_resource);
void save_resource_in_path(const Ref<Resource> &p_resource, const String &p_path);
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void save_resource(const Ref<Resource> &p_resource);
void save_resource_as(const Ref<Resource> &p_resource, const String &p_at_path = String());
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void show_about() { _menu_option_confirm(HELP_ABOUT, false); }
void push_item(Object *p_object, const String &p_property = "", bool p_inspector_only = false);
void edit_item(Object *p_object);
void edit_item_resource(Ref<Resource> p_resource);
bool item_has_editor(Object *p_object);
void hide_top_editors();
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void select_editor_by_name(const String &p_name);
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void open_request(const String &p_path);
void edit_foreign_resource(Ref<Resource> p_resource);
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bool is_resource_read_only(Ref<Resource> p_resource, bool p_foreign_resources_are_writable = false);
bool is_changing_scene() const;
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VBoxContainer *get_main_screen_control();
SubViewport *get_scene_root() { return scene_root; } // Root of the scene being edited.
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void set_edited_scene(Node *p_scene);
Node *get_edited_scene() { return editor_data.get_edited_scene_root(); }
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void fix_dependencies(const String &p_for_file);
int new_scene();
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Error load_scene(const String &p_scene, bool p_ignore_broken_deps = false, bool p_set_inherited = false, bool p_clear_errors = true, bool p_force_open_imported = false, bool p_silent_change_tab = false);
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Error load_resource(const String &p_resource, bool p_ignore_broken_deps = false);
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bool is_scene_open(const String &p_path);
void set_current_scene(int p_idx);
void setup_color_picker(ColorPicker *picker);
void request_instantiate_scene(const String &p_path);
void request_instantiate_scenes(const Vector<String> &p_files);
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void set_convert_old_scene(bool p_old) { convert_old = p_old; }
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void notify_all_debug_sessions_exited();
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OS::ProcessID has_child_process(OS::ProcessID p_pid) const { return editor_run.has_child_process(p_pid); }
void stop_child_process(OS::ProcessID p_pid);
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Ref<Theme> get_editor_theme() const { return theme; }
Ref<Script> get_object_custom_type_base(const Object *p_object) const;
StringName get_object_custom_type_name(const Object *p_object) const;
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Ref<Texture2D> get_object_icon(const Object *p_object, const String &p_fallback = "Object");
Ref<Texture2D> get_class_icon(const String &p_class, const String &p_fallback = "Object") const;
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bool is_object_of_custom_type(const Object *p_object, const StringName &p_class);
void show_accept(const String &p_text, const String &p_title);
void show_save_accept(const String &p_text, const String &p_title);
void show_warning(const String &p_text, const String &p_title = TTR("Warning!"));
void _copy_warning(const String &p_str);
void set_use_startup_benchmark(bool p_use_startup_benchmark, const String &p_startup_benchmark_file);
Error export_preset(const String &p_preset, const String &p_path, bool p_debug, bool p_pack_only);
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Control *get_gui_base() { return gui_base; }
Control *get_theme_base() { return gui_base->get_parent_control(); }
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void save_scene_to_path(String p_file, bool p_with_preview = true) {
if (p_with_preview) {
_save_scene_with_preview(p_file);
} else {
_save_scene(p_file);
}
}
bool is_scene_in_use(const String &p_path);
void save_layout();
void open_export_template_manager();
void reload_scene(const String &p_path);
bool is_exiting() const { return exiting; }
Button *get_pause_button() { return pause_button; }
Button *add_bottom_panel_item(String p_text, Control *p_item);
void make_bottom_panel_item_visible(Control *p_item);
void raise_bottom_panel_item(Control *p_item);
void hide_bottom_panel();
void remove_bottom_panel_item(Control *p_item);
Variant drag_resource(const Ref<Resource> &p_res, Control *p_from);
Variant drag_files_and_dirs(const Vector<String> &p_paths, Control *p_from);
void add_tool_menu_item(const String &p_name, const Callable &p_callback);
void add_tool_submenu_item(const String &p_name, PopupMenu *p_submenu);
void remove_tool_menu_item(const String &p_name);
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PopupMenu *get_export_as_menu();
void save_all_scenes();
void save_scene_list(Vector<String> p_scene_filenames);
void restart_editor();
void notify_settings_changed();
void dim_editor(bool p_dimming);
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bool is_editor_dimmed() const;
void edit_current() { _edit_current(); };
bool has_scenes_in_session();
int execute_and_show_output(const String &p_title, const String &p_path, const List<String> &p_arguments, bool p_close_on_ok = true, bool p_close_on_errors = false);
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EditorNode();
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~EditorNode();
void add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
void remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
Vector<Ref<EditorResourceConversionPlugin>> find_resource_conversion_plugin(const Ref<Resource> &p_for_resource);
bool ensure_main_scene(bool p_from_native);
Error run_play_native(int p_idx, int p_platform);
void run_play();
void run_play_current();
void run_play_custom(const String &p_custom);
void run_stop();
bool is_run_playing() const;
String get_run_playing_scene() const;
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};
struct EditorProgress {
String task;
bool step(const String &p_state, int p_step = -1, bool p_force_refresh = true) { return EditorNode::progress_task_step(task, p_state, p_step, p_force_refresh); }
EditorProgress(const String &p_task, const String &p_label, int p_amount, bool p_can_cancel = false) {
EditorNode::progress_add_task(p_task, p_label, p_amount, p_can_cancel);
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task = p_task;
}
~EditorProgress() { EditorNode::progress_end_task(task); }
};
class EditorPluginList : public Object {
private:
Vector<EditorPlugin *> plugins_list;
public:
void set_plugins_list(Vector<EditorPlugin *> p_plugins_list) {
plugins_list = p_plugins_list;
}
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Vector<EditorPlugin *> &get_plugins_list() {
return plugins_list;
}
void make_visible(bool p_visible);
void edit(Object *p_object);
bool forward_gui_input(const Ref<InputEvent> &p_event);
void forward_canvas_draw_over_viewport(Control *p_overlay);
void forward_canvas_force_draw_over_viewport(Control *p_overlay);
EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool serve_when_force_input_enabled);
void forward_3d_draw_over_viewport(Control *p_overlay);
void forward_3d_force_draw_over_viewport(Control *p_overlay);
void add_plugin(EditorPlugin *p_plugin);
void remove_plugin(EditorPlugin *p_plugin);
void clear();
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bool is_empty();
EditorPluginList();
~EditorPluginList();
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};
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struct EditorProgressBG {
String task;
void step(int p_step = -1) { EditorNode::progress_task_step_bg(task, p_step); }
EditorProgressBG(const String &p_task, const String &p_label, int p_amount) {
EditorNode::progress_add_task_bg(p_task, p_label, p_amount);
task = p_task;
}
~EditorProgressBG() { EditorNode::progress_end_task_bg(task); }
};
#endif // EDITOR_NODE_H