virtualx-engine/editor/gui/editor_bottom_panel.cpp

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/**************************************************************************/
/* editor_bottom_panel.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 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. */
/**************************************************************************/
#include "editor_bottom_panel.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_about.h"
#include "editor/editor_command_palette.h"
#include "editor/editor_node.h"
#include "editor/editor_string_names.h"
#include "editor/engine_update_label.h"
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#include "editor/gui/editor_toaster.h"
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#include "editor/gui/editor_version_button.h"
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#include "editor/themes/editor_scale.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
void EditorBottomPanel::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_THEME_CHANGED: {
expand_button->set_icon(get_editor_theme_icon(SNAME("ExpandBottomDock")));
} break;
}
}
void EditorBottomPanel::_switch_by_control(bool p_visible, Control *p_control) {
for (int i = 0; i < items.size(); i++) {
if (items[i].control == p_control) {
_switch_to_item(p_visible, i);
return;
}
}
}
void EditorBottomPanel::_switch_to_item(bool p_visible, int p_idx) {
ERR_FAIL_INDEX(p_idx, items.size());
if (items[p_idx].control->is_visible() == p_visible) {
return;
}
SplitContainer *center_split = Object::cast_to<SplitContainer>(get_parent());
ERR_FAIL_NULL(center_split);
if (p_visible) {
for (int i = 0; i < items.size(); i++) {
items[i].button->set_pressed_no_signal(i == p_idx);
items[i].control->set_visible(i == p_idx);
}
if (EditorDebuggerNode::get_singleton() == items[p_idx].control) {
// This is the debug panel which uses tabs, so the top section should be smaller.
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add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SNAME("BottomPanelDebuggerOverride"), EditorStringName(EditorStyles)));
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} else {
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add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SNAME("BottomPanel"), EditorStringName(EditorStyles)));
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}
center_split->set_dragger_visibility(SplitContainer::DRAGGER_VISIBLE);
center_split->set_collapsed(false);
if (expand_button->is_pressed()) {
EditorNode::get_top_split()->hide();
}
expand_button->show();
} else {
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add_theme_style_override(SceneStringName(panel), get_theme_stylebox(SNAME("BottomPanel"), EditorStringName(EditorStyles)));
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items[p_idx].button->set_pressed_no_signal(false);
items[p_idx].control->set_visible(false);
center_split->set_dragger_visibility(SplitContainer::DRAGGER_HIDDEN);
center_split->set_collapsed(true);
expand_button->hide();
if (expand_button->is_pressed()) {
EditorNode::get_top_split()->show();
}
}
last_opened_control = items[p_idx].control;
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}
void EditorBottomPanel::_expand_button_toggled(bool p_pressed) {
EditorNode::get_top_split()->set_visible(!p_pressed);
}
bool EditorBottomPanel::_button_drag_hover(const Vector2 &, const Variant &, Button *p_button, Control *p_control) {
if (!p_button->is_pressed()) {
_switch_by_control(true, p_control);
}
return false;
}
void EditorBottomPanel::save_layout_to_config(Ref<ConfigFile> p_config_file, const String &p_section) const {
int selected_item_idx = -1;
for (int i = 0; i < items.size(); i++) {
if (items[i].button->is_pressed()) {
selected_item_idx = i;
break;
}
}
if (selected_item_idx != -1) {
p_config_file->set_value(p_section, "selected_bottom_panel_item", selected_item_idx);
} else {
p_config_file->set_value(p_section, "selected_bottom_panel_item", Variant());
}
}
void EditorBottomPanel::load_layout_from_config(Ref<ConfigFile> p_config_file, const String &p_section) {
bool has_active_tab = false;
if (p_config_file->has_section_key(p_section, "selected_bottom_panel_item")) {
int selected_item_idx = p_config_file->get_value(p_section, "selected_bottom_panel_item");
if (selected_item_idx >= 0 && selected_item_idx < items.size()) {
// Make sure we don't try to open contextual editors which are not enabled in the current context.
if (items[selected_item_idx].button->is_visible()) {
_switch_to_item(true, selected_item_idx);
has_active_tab = true;
}
}
}
// If there is no active tab we need to collapse the panel.
if (!has_active_tab) {
items[0].control->show(); // _switch_to_item() can collapse only visible tabs.
_switch_to_item(false, 0);
}
}
Button *EditorBottomPanel::add_item(String p_text, Control *p_item, const Ref<Shortcut> &p_shortcut, bool p_at_front) {
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Button *tb = memnew(Button);
tb->set_theme_type_variation("BottomPanelButton");
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tb->connect(SceneStringName(toggled), callable_mp(this, &EditorBottomPanel::_switch_by_control).bind(p_item));
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tb->set_drag_forwarding(Callable(), callable_mp(this, &EditorBottomPanel::_button_drag_hover).bind(tb, p_item), Callable());
tb->set_text(p_text);
tb->set_shortcut(p_shortcut);
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tb->set_toggle_mode(true);
tb->set_focus_mode(Control::FOCUS_NONE);
item_vbox->add_child(p_item);
bottom_hbox->move_to_front();
button_hbox->add_child(tb);
if (p_at_front) {
button_hbox->move_child(tb, 0);
}
p_item->set_v_size_flags(Control::SIZE_EXPAND_FILL);
p_item->hide();
BottomPanelItem bpi;
bpi.button = tb;
bpi.control = p_item;
bpi.name = p_text;
if (p_at_front) {
items.insert(0, bpi);
} else {
items.push_back(bpi);
}
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return tb;
}
void EditorBottomPanel::remove_item(Control *p_item) {
bool was_visible = false;
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for (int i = 0; i < items.size(); i++) {
if (items[i].control == p_item) {
if (p_item->is_visible_in_tree()) {
was_visible = true;
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}
item_vbox->remove_child(items[i].control);
button_hbox->remove_child(items[i].button);
memdelete(items[i].button);
items.remove_at(i);
break;
}
}
if (was_visible) {
// Open the first panel to ensure that if the removed dock was visible, the bottom
// panel will not collapse.
_switch_to_item(true, 0);
} else if (last_opened_control == p_item) {
// When a dock is removed by plugins, it might not have been visible, and it
// might have been the last_opened_control. We need to make sure to reset the last opened control.
last_opened_control = items[0].control;
}
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}
void EditorBottomPanel::make_item_visible(Control *p_item, bool p_visible) {
_switch_by_control(p_visible, p_item);
}
void EditorBottomPanel::move_item_to_end(Control *p_item) {
for (int i = 0; i < items.size(); i++) {
if (items[i].control == p_item) {
items[i].button->move_to_front();
SWAP(items.write[i], items.write[items.size() - 1]);
break;
}
}
}
void EditorBottomPanel::hide_bottom_panel() {
for (int i = 0; i < items.size(); i++) {
if (items[i].control->is_visible()) {
_switch_to_item(false, i);
break;
}
}
}
void EditorBottomPanel::toggle_last_opened_bottom_panel() {
// Select by control instead of index, so that the last bottom panel is opened correctly
// if it's been reordered since.
if (last_opened_control) {
_switch_by_control(!last_opened_control->is_visible(), last_opened_control);
} else {
// Open the first panel in the list if no panel was opened this session.
_switch_to_item(true, 0);
}
}
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EditorBottomPanel::EditorBottomPanel() {
item_vbox = memnew(VBoxContainer);
add_child(item_vbox);
bottom_hbox = memnew(HBoxContainer);
bottom_hbox->set_custom_minimum_size(Size2(0, 24 * EDSCALE)); // Adjust for the height of the "Expand Bottom Dock" icon.
item_vbox->add_child(bottom_hbox);
button_hbox = memnew(HBoxContainer);
button_hbox->set_h_size_flags(Control::SIZE_EXPAND_FILL);
bottom_hbox->add_child(button_hbox);
editor_toaster = memnew(EditorToaster);
bottom_hbox->add_child(editor_toaster);
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EditorVersionButton *version_btn = memnew(EditorVersionButton(EditorVersionButton::FORMAT_BASIC));
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// Fade out the version label to be less prominent, but still readable.
version_btn->set_self_modulate(Color(1, 1, 1, 0.65));
version_btn->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
bottom_hbox->add_child(version_btn);
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// Add a dummy control node for horizontal spacing.
Control *h_spacer = memnew(Control);
bottom_hbox->add_child(h_spacer);
expand_button = memnew(Button);
bottom_hbox->add_child(expand_button);
expand_button->hide();
expand_button->set_flat(false);
expand_button->set_theme_type_variation("FlatMenuButton");
expand_button->set_toggle_mode(true);
expand_button->set_shortcut(ED_SHORTCUT_AND_COMMAND("editor/bottom_panel_expand", TTR("Expand Bottom Panel"), KeyModifierMask::SHIFT | Key::F12));
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expand_button->connect(SceneStringName(toggled), callable_mp(this, &EditorBottomPanel::_expand_button_toggled));
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}