diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index a069bdd836e..ca011abb369 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -292,6 +292,56 @@ [/codeblocks] + + + + + + + Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays]. + [codeblocks] + [gdscript] + func forward_spatial_draw_over_viewport(overlay): + # Draw a circle at cursor position. + overlay.draw_circle(overlay.get_local_mouse_position(), 64) + + func forward_spatial_gui_input(camera, event): + if event is InputEventMouseMotion: + # Redraw viewport when cursor is moved. + update_overlays() + return true + return false + [/gdscript] + [csharp] + public override void ForwardSpatialDrawOverViewport(Godot.Control overlay) + { + // Draw a circle at cursor position. + overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); + } + + public override bool ForwardSpatialGuiInput(Godot.Camera3D camera, InputEvent @event) + { + if (@event is InputEventMouseMotion) + { + // Redraw viewport when cursor is moved. + UpdateOverlays(); + return true; + } + return false; + [/csharp] + [/codeblocks] + + + + + + + + + This method is the same as [method forward_spatial_draw_over_viewport], except it draws on top of everything. Useful when you need an extra layer that shows over anything else. + You need to enable calling of this method by using [method set_force_draw_over_forwarding_enabled]. + + @@ -584,7 +634,7 @@ - Enables calling of [method forward_canvas_force_draw_over_viewport] when the 2D editor's viewport is updated. You need to call this method only once and it will work permanently for this plugin. + Enables calling of [method forward_canvas_force_draw_over_viewport] for the 2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D editor when their viewports are updated. You need to call this method only once and it will work permanently for this plugin. @@ -616,7 +666,7 @@ - Updates the overlays of the 2D and 3D editor viewport. Causes [method forward_canvas_draw_over_viewport] and [method forward_canvas_force_draw_over_viewport] to be called. + Updates the overlays of the 2D and 3D editor viewport. Causes methods [method forward_canvas_draw_over_viewport], [method forward_canvas_force_draw_over_viewport], [method forward_spatial_draw_over_viewport] and [method forward_spatial_force_draw_over_viewport] to be called. diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp index e330713cfbd..49d8e589551 100644 --- a/editor/editor_plugin.cpp +++ b/editor/editor_plugin.cpp @@ -866,6 +866,8 @@ void EditorPlugin::_bind_methods() { ClassDB::add_virtual_method(get_class_static(), MethodInfo("forward_canvas_draw_over_viewport", PropertyInfo(Variant::OBJECT, "overlay", PROPERTY_HINT_RESOURCE_TYPE, "Control"))); ClassDB::add_virtual_method(get_class_static(), MethodInfo("forward_canvas_force_draw_over_viewport", PropertyInfo(Variant::OBJECT, "overlay", PROPERTY_HINT_RESOURCE_TYPE, "Control"))); ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::BOOL, "forward_spatial_gui_input", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Camera3D"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"))); + ClassDB::add_virtual_method(get_class_static(), MethodInfo("forward_spatial_draw_over_viewport", PropertyInfo(Variant::OBJECT, "overlay", PROPERTY_HINT_RESOURCE_TYPE, "Control"))); + ClassDB::add_virtual_method(get_class_static(), MethodInfo("forward_spatial_force_draw_over_viewport", PropertyInfo(Variant::OBJECT, "overlay", PROPERTY_HINT_RESOURCE_TYPE, "Control"))); ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::STRING, "get_plugin_name")); ClassDB::add_virtual_method(get_class_static(), MethodInfo(PropertyInfo(Variant::OBJECT, "icon", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "get_plugin_icon")); ClassDB::add_virtual_method(get_class_static(), MethodInfo(Variant::BOOL, "has_main_screen"));