cacced7e50
Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
254 lines
7.4 KiB
C++
254 lines
7.4 KiB
C++
/*************************************************************************/
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/* editor_data.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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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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_DATA_H
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#define EDITOR_DATA_H
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#include "editor/editor_plugin.h"
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#include "editor/plugins/script_editor_plugin.h"
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#include "list.h"
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#include "pair.h"
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#include "scene/resources/texture.h"
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#include "undo_redo.h"
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class EditorHistory {
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enum {
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HISTORY_MAX = 64
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};
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struct Obj {
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REF ref;
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ObjectID object;
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String property;
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};
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struct History {
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Vector<Obj> path;
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int level;
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};
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friend class EditorData;
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Vector<History> history;
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int current;
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//Vector<EditorPlugin*> editor_plugins;
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struct PropertyData {
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String name;
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Variant value;
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};
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void _cleanup_history();
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void _add_object(ObjectID p_object, const String &p_property, int p_level_change);
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public:
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bool is_at_begining() const;
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bool is_at_end() const;
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void add_object(ObjectID p_object);
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void add_object(ObjectID p_object, const String &p_subprop);
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void add_object(ObjectID p_object, int p_relevel);
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int get_history_len();
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int get_history_pos();
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ObjectID get_history_obj(int p_obj) const;
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bool next();
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bool previous();
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ObjectID get_current();
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int get_path_size() const;
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ObjectID get_path_object(int p_index) const;
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String get_path_property(int p_index) const;
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void clear();
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EditorHistory();
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};
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class EditorSelection;
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class EditorData {
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public:
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struct CustomType {
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String name;
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Ref<Script> script;
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Ref<Texture> icon;
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};
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struct EditedScene {
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Node *root;
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Dictionary editor_states;
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List<Node *> selection;
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Vector<EditorHistory::History> history_stored;
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int history_current;
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Dictionary custom_state;
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uint64_t version;
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NodePath live_edit_root;
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};
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private:
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Vector<EditorPlugin *> editor_plugins;
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struct PropertyData {
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String name;
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Variant value;
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};
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Map<String, Vector<CustomType> > custom_types;
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List<PropertyData> clipboard;
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UndoRedo undo_redo;
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void _cleanup_history();
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Vector<EditedScene> edited_scene;
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int current_edited_scene;
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bool _find_updated_instances(Node *p_root, Node *p_node, Set<String> &checked_paths);
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public:
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EditorPlugin *get_editor(Object *p_object);
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EditorPlugin *get_subeditor(Object *p_object);
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Vector<EditorPlugin *> get_subeditors(Object *p_object);
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EditorPlugin *get_editor(String p_name);
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void copy_object_params(Object *p_object);
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void paste_object_params(Object *p_object);
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Dictionary get_editor_states() const;
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Dictionary get_scene_editor_states(int p_idx) const;
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void set_editor_states(const Dictionary &p_states);
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void get_editor_breakpoints(List<String> *p_breakpoints);
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void clear_editor_states();
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void save_editor_external_data();
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void apply_changes_in_editors();
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void add_editor_plugin(EditorPlugin *p_plugin);
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void remove_editor_plugin(EditorPlugin *p_plugin);
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int get_editor_plugin_count() const;
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EditorPlugin *get_editor_plugin(int p_idx);
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UndoRedo &get_undo_redo();
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void save_editor_global_states();
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void restore_editor_global_states();
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void add_custom_type(const String &p_type, const String &p_inherits, 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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const Map<String, Vector<CustomType> > &get_custom_types() const { return custom_types; }
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int add_edited_scene(int p_at_pos);
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void move_edited_scene_index(int p_idx, int p_to_idx);
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void remove_scene(int p_idx);
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void set_edited_scene(int p_idx);
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void set_edited_scene_root(Node *p_root);
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int get_edited_scene() const;
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Node *get_edited_scene_root(int p_idx = -1);
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int get_edited_scene_count() const;
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Vector<EditedScene> get_edited_scenes() const;
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String get_scene_title(int p_idx) const;
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String get_scene_path(int p_idx) const;
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String get_scene_type(int p_idx) const;
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Ref<Script> get_scene_root_script(int p_idx) const;
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void set_edited_scene_version(uint64_t version, int p_scene_idx = -1);
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uint64_t get_edited_scene_version() const;
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uint64_t get_scene_version(int p_idx) const;
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void clear_edited_scenes();
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void set_edited_scene_live_edit_root(const NodePath &p_root);
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NodePath get_edited_scene_live_edit_root();
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bool check_and_update_scene(int p_idx);
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void move_edited_scene_to_index(int p_idx);
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void set_plugin_window_layout(Ref<ConfigFile> p_layout);
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void get_plugin_window_layout(Ref<ConfigFile> p_layout);
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void save_edited_scene_state(EditorSelection *p_selection, EditorHistory *p_history, const Dictionary &p_custom);
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Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorHistory *p_history);
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void notify_edited_scene_changed();
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EditorData();
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};
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class EditorSelection : public Object {
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GDCLASS(EditorSelection, Object);
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public:
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Map<Node *, Object *> selection;
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bool changed;
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bool nl_changed;
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void _node_removed(Node *p_node);
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List<Object *> editor_plugins;
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List<Node *> selected_node_list;
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void _update_nl();
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Array _get_selected_nodes();
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Array _get_transformable_selected_nodes();
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protected:
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static void _bind_methods();
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public:
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void add_node(Node *p_node);
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void remove_node(Node *p_node);
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bool is_selected(Node *) const;
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template <class T>
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T *get_node_editor_data(Node *p_node) {
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if (!selection.has(p_node))
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return NULL;
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return Object::cast_to<T>(selection[p_node]);
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}
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void add_editor_plugin(Object *p_object);
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void update();
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void clear();
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List<Node *> &get_selected_node_list();
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Map<Node *, Object *> &get_selection() { return selection; }
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EditorSelection();
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~EditorSelection();
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};
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#endif // EDITOR_DATA_H
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