virtualx-engine/modules/multiplayer/editor/replication_editor_plugin.h
Fabio Alessandrelli ca7d572908 [Net] Modularize multiplayer, expose MultiplayerAPI to extensions.
- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
2022-07-26 09:31:12 +02:00

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5.5 KiB
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/*************************************************************************/
/* replication_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef REPLICATION_EDITOR_PLUGIN_H
#define REPLICATION_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
#include "editor/editor_spin_slider.h"
#include "editor/property_editor.h"
#include "editor/property_selector.h"
#include "../scene_replication_config.h"
class ConfirmationDialog;
class MultiplayerSynchronizer;
class Tree;
class ReplicationEditor : public VBoxContainer {
GDCLASS(ReplicationEditor, VBoxContainer);
private:
MultiplayerSynchronizer *current = nullptr;
AcceptDialog *error_dialog = nullptr;
ConfirmationDialog *delete_dialog = nullptr;
Button *add_pick_button = nullptr;
Button *add_from_path_button = nullptr;
LineEdit *np_line_edit = nullptr;
Label *drop_label = nullptr;
Ref<SceneReplicationConfig> config;
NodePath deleting;
Tree *tree = nullptr;
bool keying = false;
PropertySelector *prop_selector = nullptr;
SceneTreeDialog *pick_node = nullptr;
NodePath adding_node_path;
Button *pin = nullptr;
Ref<Texture2D> _get_class_icon(const Node *p_node);
void _add_pressed();
void _tree_item_edited();
void _tree_button_pressed(Object *p_item, int p_column, int p_id, MouseButton p_button);
void _update_checked(const NodePath &p_prop, int p_column, bool p_checked);
void _update_config();
void _dialog_closed(bool p_confirmed);
void _add_property(const NodePath &p_property, bool p_spawn = true, bool p_sync = true);
void _pick_node_filter_text_changed(const String &p_newtext);
void _pick_node_select_recursive(TreeItem *p_item, const String &p_filter, Vector<Node *> &p_select_candidates);
void _pick_node_filter_input(const Ref<InputEvent> &p_ie);
void _pick_node_selected(NodePath p_path);
void _pick_new_property();
void _pick_node_property_selected(String p_name);
bool _can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void _drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
void _add_sync_property(String p_path);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
void update_keying();
void edit(MultiplayerSynchronizer *p_object);
bool has_keying() const { return keying; }
MultiplayerSynchronizer *get_current() const { return current; }
void property_keyed(const String &p_property);
Button *get_pin() { return pin; }
ReplicationEditor();
~ReplicationEditor() {}
};
class ReplicationEditorPlugin : public EditorPlugin {
GDCLASS(ReplicationEditorPlugin, EditorPlugin);
private:
Button *button = nullptr;
ReplicationEditor *repl_editor = nullptr;
void _node_removed(Node *p_node);
void _keying_changed();
void _property_keyed(const String &p_keyed, const Variant &p_value, bool p_advance);
void _pinned();
protected:
void _notification(int p_what);
public:
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;
virtual void make_visible(bool p_visible) override;
ReplicationEditorPlugin();
~ReplicationEditorPlugin();
};
#else
class ReplicationEditorPlugin : public EditorPlugin {
GDCLASS(ReplicationEditorPlugin, EditorPlugin);
public:
virtual void edit(Object *p_object) override {}
virtual bool handles(Object *p_object) const override { return false; }
virtual void make_visible(bool p_visible) override {}
ReplicationEditorPlugin() {}
~ReplicationEditorPlugin() {}
};
#endif // REPLICATION_EDITOR_PLUGIN_H