1b0e2b0c39
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
(Manual redo of 49c065d29c
)
190 lines
6.7 KiB
C++
190 lines
6.7 KiB
C++
/*************************************************************************/
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/* editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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_PLUGIN_H
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#define EDITOR_PLUGIN_H
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#include "scene/gui/tool_button.h"
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#include "scene/main/node.h"
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#include "scene/resources/texture.h"
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#include "undo_redo.h"
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#include "io/config_file.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class EditorNode;
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class Spatial;
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class Camera;
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class EditorSelection;
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class EditorImportExport;
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class EditorSettings;
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class SpatialEditorGizmo;
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class EditorImportPlugin;
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class EditorExportPlugin;
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class EditorPlugin : public Node {
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OBJ_TYPE( EditorPlugin, Node );
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friend class EditorData;
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UndoRedo *undo_redo;
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UndoRedo* _get_undo_redo() { return undo_redo; }
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protected:
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static void _bind_methods();
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UndoRedo& get_undo_redo() { return *undo_redo; }
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void add_custom_type(const String& p_type, const String& p_base,const Ref<Script>& p_script, const Ref<Texture>& p_icon);
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void remove_custom_type(const String& p_type);
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public:
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enum CustomControlContainer {
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CONTAINER_TOOLBAR,
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CONTAINER_SPATIAL_EDITOR_MENU,
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CONTAINER_SPATIAL_EDITOR_SIDE,
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CONTAINER_SPATIAL_EDITOR_BOTTOM,
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CONTAINER_CANVAS_EDITOR_MENU,
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CONTAINER_CANVAS_EDITOR_SIDE,
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CONTAINER_CANVAS_EDITOR_BOTTOM,
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CONTAINER_PROPERTY_EDITOR_BOTTOM
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};
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enum DockSlot {
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DOCK_SLOT_LEFT_UL,
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DOCK_SLOT_LEFT_BL,
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DOCK_SLOT_LEFT_UR,
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DOCK_SLOT_LEFT_BR,
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DOCK_SLOT_RIGHT_UL,
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DOCK_SLOT_RIGHT_BL,
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DOCK_SLOT_RIGHT_UR,
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DOCK_SLOT_RIGHT_BR,
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DOCK_SLOT_MAX
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};
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//TODO: send a resoucre for editing to the editor node?
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void add_control_to_container(CustomControlContainer p_location, Control *p_control);
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ToolButton *add_control_to_bottom_panel(Control *p_control, const String &p_title);
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void add_control_to_dock(DockSlot p_slot,Control *p_control);
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void remove_control_from_docks(Control *p_control);
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void remove_control_from_bottom_panel(Control *p_control);
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Control* get_editor_viewport();
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void edit_resource(const Ref<Resource>& p_resource);
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virtual Ref<SpatialEditorGizmo> create_spatial_gizmo(Spatial* p_spatial);
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virtual bool forward_input_event(const InputEvent& p_event);
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virtual bool forward_spatial_input_event(Camera* p_camera,const InputEvent& p_event);
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virtual String get_name() const;
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virtual bool has_main_screen() const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify() {}//notify that it was raised by the user, not the editor
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_node) const;
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virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
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virtual void set_state(const Dictionary& p_state) ; //restore editor state (likely was saved with the scene)
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virtual void clear() ; // clear any temporary data in te editor, reset it (likely new scene or load another scene)
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virtual void save_external_data() ; // if editor references external resources/scenes, save them
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virtual void apply_changes() ; // if changes are pending in editor, apply them
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virtual void get_breakpoints(List<String> *p_breakpoints);
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virtual bool get_remove_list(List<Node*> *p_list);
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virtual void set_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void edited_scene_changed(){}; // if changes are pending in editor, apply them
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void queue_save_layout() const;
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Control *get_base_control();
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void add_import_plugin(const Ref<EditorImportPlugin>& p_editor_import);
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void remove_import_plugin(const Ref<EditorImportPlugin>& p_editor_import);
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void add_export_plugin(const Ref<EditorExportPlugin>& p_editor_export);
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void remove_export_plugin(const Ref<EditorExportPlugin>& p_editor_export);
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EditorSelection* get_selection();
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//EditorImportExport *get_import_export();
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EditorSettings *get_editor_settings();
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virtual void restore_global_state();
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virtual void save_global_state();
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EditorPlugin();
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virtual ~EditorPlugin();
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};
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VARIANT_ENUM_CAST( EditorPlugin::CustomControlContainer );
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VARIANT_ENUM_CAST( EditorPlugin::DockSlot );
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typedef EditorPlugin* (*EditorPluginCreateFunc)(EditorNode *);
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class EditorPlugins {
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enum {
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MAX_CREATE_FUNCS=64
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};
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static EditorPluginCreateFunc creation_funcs[MAX_CREATE_FUNCS];
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static int creation_func_count;
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template<class T>
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static EditorPlugin *creator(EditorNode *p_node) {
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return memnew( T(p_node) );
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}
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public:
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static int get_plugin_count() { return creation_func_count; }
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static EditorPlugin* create(int p_idx,EditorNode* p_editor) { ERR_FAIL_INDEX_V(p_idx,creation_func_count,NULL); return creation_funcs[p_idx](p_editor); }
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template<class T>
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static void add_by_type() {
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add_create_func(creator<T>);
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}
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static void add_create_func(EditorPluginCreateFunc p_func) {
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ERR_FAIL_COND(creation_func_count>=MAX_CREATE_FUNCS);
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creation_funcs[creation_func_count++]=p_func;
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}
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};
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#endif
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