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author | Spartan322 <Megacake1234@gmail.com> | 2024-11-02 03:14:40 -0400 |
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committer | Spartan322 <Megacake1234@gmail.com> | 2024-11-02 03:22:12 -0400 |
commit | a684ee1dec108bb1a050f07ec3dd73fd5ef02dbc (patch) | |
tree | e9de2ee4820e24a159d2c06b1ace11f89c4e97c4 /editor/plugins/game_view_plugin.cpp | |
parent | 3302f803aa4ea09b16a8824ca3bea33f3e2b48ba (diff) | |
parent | c6c464cf9ae56e8b68620af65125dd980d0e8122 (diff) | |
download | redot-engine-a684ee1dec108bb1a050f07ec3dd73fd5ef02dbc.tar.gz |
Merge commit godotengine/godot@c6c464cf9ae56e8b68620af65125dd980d0e8122
Diffstat (limited to 'editor/plugins/game_view_plugin.cpp')
-rw-r--r-- | editor/plugins/game_view_plugin.cpp | 480 |
1 files changed, 480 insertions, 0 deletions
diff --git a/editor/plugins/game_view_plugin.cpp b/editor/plugins/game_view_plugin.cpp new file mode 100644 index 0000000000..358336a806 --- /dev/null +++ b/editor/plugins/game_view_plugin.cpp @@ -0,0 +1,480 @@ +/**************************************************************************/ +/* game_view_plugin.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* REDOT ENGINE */ +/* https://redotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2024-present Redot Engine contributors */ +/* (see REDOT_AUTHORS.md) */ +/* 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 "game_view_plugin.h" + +#include "editor/editor_main_screen.h" +#include "editor/editor_node.h" +#include "editor/editor_settings.h" +#include "editor/themes/editor_scale.h" +#include "scene/gui/button.h" +#include "scene/gui/menu_button.h" +#include "scene/gui/panel.h" +#include "scene/gui/separator.h" + +void GameViewDebugger::_session_started(Ref<EditorDebuggerSession> p_session) { + p_session->send_message("scene:runtime_node_select_setup", Array()); + + Array type; + type.append(node_type); + p_session->send_message("scene:runtime_node_select_set_type", type); + Array visible; + visible.append(selection_visible); + p_session->send_message("scene:runtime_node_select_set_visible", visible); + Array mode; + mode.append(select_mode); + p_session->send_message("scene:runtime_node_select_set_mode", mode); + + emit_signal(SNAME("session_started")); +} + +void GameViewDebugger::_session_stopped() { + emit_signal(SNAME("session_stopped")); +} + +void GameViewDebugger::set_suspend(bool p_enabled) { + Array message; + message.append(p_enabled); + + for (Ref<EditorDebuggerSession> &I : sessions) { + if (I->is_active()) { + I->send_message("scene:suspend_changed", message); + } + } +} + +void GameViewDebugger::next_frame() { + for (Ref<EditorDebuggerSession> &I : sessions) { + if (I->is_active()) { + I->send_message("scene:next_frame", Array()); + } + } +} + +void GameViewDebugger::set_node_type(int p_type) { + node_type = p_type; + + Array message; + message.append(p_type); + + for (Ref<EditorDebuggerSession> &I : sessions) { + if (I->is_active()) { + I->send_message("scene:runtime_node_select_set_type", message); + } + } +} + +void GameViewDebugger::set_selection_visible(bool p_visible) { + selection_visible = p_visible; + + Array message; + message.append(p_visible); + + for (Ref<EditorDebuggerSession> &I : sessions) { + if (I->is_active()) { + I->send_message("scene:runtime_node_select_set_visible", message); + } + } +} + +void GameViewDebugger::set_select_mode(int p_mode) { + select_mode = p_mode; + + Array message; + message.append(p_mode); + + for (Ref<EditorDebuggerSession> &I : sessions) { + if (I->is_active()) { + I->send_message("scene:runtime_node_select_set_mode", message); + } + } +} + +void GameViewDebugger::set_camera_override(bool p_enabled) { + EditorDebuggerNode::get_singleton()->set_camera_override(p_enabled ? camera_override_mode : EditorDebuggerNode::OVERRIDE_NONE); +} + +void GameViewDebugger::set_camera_manipulate_mode(EditorDebuggerNode::CameraOverride p_mode) { + camera_override_mode = p_mode; + + if (EditorDebuggerNode::get_singleton()->get_camera_override() != EditorDebuggerNode::OVERRIDE_NONE) { + set_camera_override(true); + } +} + +void GameViewDebugger::reset_camera_2d_position() { + for (Ref<EditorDebuggerSession> &I : sessions) { + if (I->is_active()) { + I->send_message("scene:runtime_node_select_reset_camera_2d", Array()); + } + } +} + +void GameViewDebugger::reset_camera_3d_position() { + for (Ref<EditorDebuggerSession> &I : sessions) { + if (I->is_active()) { + I->send_message("scene:runtime_node_select_reset_camera_3d", Array()); + } + } +} + +void GameViewDebugger::setup_session(int p_session_id) { + Ref<EditorDebuggerSession> session = get_session(p_session_id); + ERR_FAIL_COND(session.is_null()); + + sessions.append(session); + + session->connect("started", callable_mp(this, &GameViewDebugger::_session_started).bind(session)); + session->connect("stopped", callable_mp(this, &GameViewDebugger::_session_stopped)); +} + +void GameViewDebugger::_bind_methods() { + ADD_SIGNAL(MethodInfo("session_started")); + ADD_SIGNAL(MethodInfo("session_stopped")); +} + +/////// + +void GameView::_sessions_changed() { + // The debugger session's `session_started/stopped` signal can be unreliable, so count it manually. + active_sessions = 0; + Array sessions = debugger->get_sessions(); + for (int i = 0; i < sessions.size(); i++) { + if (Object::cast_to<EditorDebuggerSession>(sessions[i])->is_active()) { + active_sessions++; + } + } + + _update_debugger_buttons(); +} + +void GameView::_update_debugger_buttons() { + bool empty = active_sessions == 0; + + suspend_button->set_disabled(empty); + camera_override_button->set_disabled(empty); + + PopupMenu *menu = camera_override_menu->get_popup(); + + bool disable_camera_reset = empty || !camera_override_button->is_pressed() || !menu->is_item_checked(menu->get_item_index(CAMERA_MODE_INGAME)); + menu->set_item_disabled(CAMERA_RESET_2D, disable_camera_reset); + menu->set_item_disabled(CAMERA_RESET_3D, disable_camera_reset); + + if (empty) { + suspend_button->set_pressed(false); + camera_override_button->set_pressed(false); + } + next_frame_button->set_disabled(!suspend_button->is_pressed()); +} + +void GameView::_suspend_button_toggled(bool p_pressed) { + _update_debugger_buttons(); + + debugger->set_suspend(p_pressed); +} + +void GameView::_node_type_pressed(int p_option) { + RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)p_option; + for (int i = 0; i < RuntimeNodeSelect::NODE_TYPE_MAX; i++) { + node_type_button[i]->set_pressed_no_signal(i == type); + } + + _update_debugger_buttons(); + + debugger->set_node_type(type); +} + +void GameView::_select_mode_pressed(int p_option) { + RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)p_option; + for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) { + select_mode_button[i]->set_pressed_no_signal(i == mode); + } + + debugger->set_select_mode(mode); +} + +void GameView::_hide_selection_toggled(bool p_pressed) { + hide_selection->set_button_icon(get_editor_theme_icon(p_pressed ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible"))); + + debugger->set_selection_visible(!p_pressed); +} + +void GameView::_camera_override_button_toggled(bool p_pressed) { + _update_debugger_buttons(); + + debugger->set_camera_override(p_pressed); +} + +void GameView::_camera_override_menu_id_pressed(int p_id) { + PopupMenu *menu = camera_override_menu->get_popup(); + if (p_id != CAMERA_RESET_2D && p_id != CAMERA_RESET_3D) { + for (int i = 0; i < menu->get_item_count(); i++) { + menu->set_item_checked(i, false); + } + } + + switch (p_id) { + case CAMERA_RESET_2D: { + debugger->reset_camera_2d_position(); + } break; + case CAMERA_RESET_3D: { + debugger->reset_camera_3d_position(); + } break; + case CAMERA_MODE_INGAME: { + debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_INGAME); + menu->set_item_checked(menu->get_item_index(p_id), true); + + _update_debugger_buttons(); + } break; + case CAMERA_MODE_EDITORS: { + debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_EDITORS); + menu->set_item_checked(menu->get_item_index(p_id), true); + + _update_debugger_buttons(); + } break; + } +} + +void GameView::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_THEME_CHANGED: { + suspend_button->set_button_icon(get_editor_theme_icon(SNAME("Pause"))); + next_frame_button->set_button_icon(get_editor_theme_icon(SNAME("NextFrame"))); + + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_button_icon(get_editor_theme_icon(SNAME("InputEventJoypadMotion"))); + node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_button_icon(get_editor_theme_icon(SNAME("2DNodes"))); +#ifndef _3D_DISABLED + node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_button_icon(get_editor_theme_icon(SNAME("Node3D"))); +#endif // _3D_DISABLED + + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_button_icon(get_editor_theme_icon(SNAME("ToolSelect"))); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_button_icon(get_editor_theme_icon(SNAME("ListSelect"))); + + hide_selection->set_button_icon(get_editor_theme_icon(hide_selection->is_pressed() ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible"))); + + camera_override_button->set_button_icon(get_editor_theme_icon(SNAME("Camera"))); + camera_override_menu->set_button_icon(get_editor_theme_icon(SNAME("GuiTabMenuHl"))); + } break; + } +} + +void GameView::set_state(const Dictionary &p_state) { + if (p_state.has("hide_selection")) { + hide_selection->set_pressed(p_state["hide_selection"]); + _hide_selection_toggled(hide_selection->is_pressed()); + } + if (p_state.has("select_mode")) { + _select_mode_pressed(p_state["select_mode"]); + } + if (p_state.has("camera_override_mode")) { + _camera_override_menu_id_pressed(p_state["camera_override_mode"]); + } +} + +Dictionary GameView::get_state() const { + Dictionary d; + d["hide_selection"] = hide_selection->is_pressed(); + + for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) { + if (select_mode_button[i]->is_pressed()) { + d["select_mode"] = i; + break; + } + } + + PopupMenu *menu = camera_override_menu->get_popup(); + for (int i = CAMERA_MODE_INGAME; i < CAMERA_MODE_EDITORS + 1; i++) { + if (menu->is_item_checked(menu->get_item_index(i))) { + d["camera_override_mode"] = i; + break; + } + } + + return d; +} + +GameView::GameView(Ref<GameViewDebugger> p_debugger) { + debugger = p_debugger; + + // Add some margin to the sides for better aesthetics. + // This prevents the first button's hover/pressed effect from "touching" the panel's border, + // which looks ugly. + MarginContainer *toolbar_margin = memnew(MarginContainer); + toolbar_margin->add_theme_constant_override("margin_left", 4 * EDSCALE); + toolbar_margin->add_theme_constant_override("margin_right", 4 * EDSCALE); + add_child(toolbar_margin); + + HBoxContainer *main_menu_hbox = memnew(HBoxContainer); + toolbar_margin->add_child(main_menu_hbox); + + suspend_button = memnew(Button); + main_menu_hbox->add_child(suspend_button); + suspend_button->set_toggle_mode(true); + suspend_button->set_theme_type_variation("FlatButton"); + suspend_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_suspend_button_toggled)); + suspend_button->set_tooltip_text(TTR("Suspend")); + + next_frame_button = memnew(Button); + main_menu_hbox->add_child(next_frame_button); + next_frame_button->set_theme_type_variation("FlatButton"); + next_frame_button->connect(SceneStringName(pressed), callable_mp(*debugger, &GameViewDebugger::next_frame)); + next_frame_button->set_tooltip_text(TTR("Next Frame")); + + main_menu_hbox->add_child(memnew(VSeparator)); + + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE] = memnew(Button); + main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]); + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_text(TTR("Input")); + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_toggle_mode(true); + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_pressed(true); + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_theme_type_variation("FlatButton"); + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_NONE)); + node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_tooltip_text(TTR("Allow game input.")); + + node_type_button[RuntimeNodeSelect::NODE_TYPE_2D] = memnew(Button); + main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]); + node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_text(TTR("2D")); + node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_toggle_mode(true); + node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_theme_type_variation("FlatButton"); + node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_2D)); + node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_tooltip_text(TTR("Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera.")); + +#ifndef _3D_DISABLED + node_type_button[RuntimeNodeSelect::NODE_TYPE_3D] = memnew(Button); + main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]); + node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_text(TTR("3D")); + node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_toggle_mode(true); + node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_theme_type_variation("FlatButton"); + node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_3D)); + node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_tooltip_text(TTR("Disable game input and allow to select Node3Ds and manipulate the 3D camera.")); +#endif // _3D_DISABLED + + main_menu_hbox->add_child(memnew(VSeparator)); + + hide_selection = memnew(Button); + main_menu_hbox->add_child(hide_selection); + hide_selection->set_toggle_mode(true); + hide_selection->set_theme_type_variation("FlatButton"); + hide_selection->connect(SceneStringName(toggled), callable_mp(this, &GameView::_hide_selection_toggled)); + hide_selection->set_tooltip_text(TTR("Toggle Selection Visibility")); + + main_menu_hbox->add_child(memnew(VSeparator)); + + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE] = memnew(Button); + main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_toggle_mode(true); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_pressed(true); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_theme_type_variation("FlatButton"); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_SINGLE)); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_select", TTR("Select Mode"), Key::Q)); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut_context(this); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Alt+RMB: Show list of all nodes at position clicked.")); + + select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST] = memnew(Button); + main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_toggle_mode(true); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_theme_type_variation("FlatButton"); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_LIST)); + select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_tooltip_text(TTR("Show list of selectable nodes at position clicked.")); + + main_menu_hbox->add_child(memnew(VSeparator)); + + camera_override_button = memnew(Button); + main_menu_hbox->add_child(camera_override_button); + camera_override_button->set_toggle_mode(true); + camera_override_button->set_theme_type_variation("FlatButton"); + camera_override_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_camera_override_button_toggled)); + camera_override_button->set_tooltip_text(TTR("Override the in-game camera.")); + + camera_override_menu = memnew(MenuButton); + main_menu_hbox->add_child(camera_override_menu); + camera_override_menu->set_flat(false); + camera_override_menu->set_theme_type_variation("FlatMenuButton"); + camera_override_menu->set_h_size_flags(SIZE_SHRINK_END); + camera_override_menu->set_tooltip_text(TTR("Camera Override Options")); + + PopupMenu *menu = camera_override_menu->get_popup(); + menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_camera_override_menu_id_pressed)); + menu->add_item(TTR("Reset 2D Camera"), CAMERA_RESET_2D); + menu->add_item(TTR("Reset 3D Camera"), CAMERA_RESET_3D); + menu->add_separator(); + menu->add_radio_check_item(TTR("Manipulate In-Game"), CAMERA_MODE_INGAME); + menu->set_item_checked(menu->get_item_index(CAMERA_MODE_INGAME), true); + menu->add_radio_check_item(TTR("Manipulate From Editors"), CAMERA_MODE_EDITORS); + + _update_debugger_buttons(); + + panel = memnew(Panel); + add_child(panel); + panel->set_theme_type_variation("GamePanel"); + panel->set_v_size_flags(SIZE_EXPAND_FILL); + + p_debugger->connect("session_started", callable_mp(this, &GameView::_sessions_changed)); + p_debugger->connect("session_stopped", callable_mp(this, &GameView::_sessions_changed)); +} + +/////// + +void GameViewPlugin::make_visible(bool p_visible) { + game_view->set_visible(p_visible); +} + +void GameViewPlugin::set_state(const Dictionary &p_state) { + game_view->set_state(p_state); +} + +Dictionary GameViewPlugin::get_state() const { + return game_view->get_state(); +} + +void GameViewPlugin::_notification(int p_what) { + switch (p_what) { + case NOTIFICATION_ENTER_TREE: { + add_debugger_plugin(debugger); + } break; + case NOTIFICATION_EXIT_TREE: { + remove_debugger_plugin(debugger); + } break; + } +} + +GameViewPlugin::GameViewPlugin() { + debugger.instantiate(); + + game_view = memnew(GameView(debugger)); + game_view->set_v_size_flags(Control::SIZE_EXPAND_FILL); + EditorNode::get_singleton()->get_editor_main_screen()->get_control()->add_child(game_view); + game_view->hide(); +} + +GameViewPlugin::~GameViewPlugin() { +} |