diff options
author | Spartan322 <Megacake1234@gmail.com> | 2024-11-02 03:14:40 -0400 |
---|---|---|
committer | Spartan322 <Megacake1234@gmail.com> | 2024-11-02 03:22:12 -0400 |
commit | a684ee1dec108bb1a050f07ec3dd73fd5ef02dbc (patch) | |
tree | e9de2ee4820e24a159d2c06b1ace11f89c4e97c4 /scene/debugger | |
parent | 3302f803aa4ea09b16a8824ca3bea33f3e2b48ba (diff) | |
parent | c6c464cf9ae56e8b68620af65125dd980d0e8122 (diff) | |
download | redot-engine-a684ee1dec108bb1a050f07ec3dd73fd5ef02dbc.tar.gz |
Merge commit godotengine/godot@c6c464cf9ae56e8b68620af65125dd980d0e8122
Diffstat (limited to 'scene/debugger')
-rw-r--r-- | scene/debugger/scene_debugger.cpp | 1192 | ||||
-rw-r--r-- | scene/debugger/scene_debugger.h | 161 |
2 files changed, 1270 insertions, 83 deletions
diff --git a/scene/debugger/scene_debugger.cpp b/scene/debugger/scene_debugger.cpp index 8f0dc9828b..1a1780d737 100644 --- a/scene/debugger/scene_debugger.cpp +++ b/scene/debugger/scene_debugger.cpp @@ -33,20 +33,34 @@ #include "scene_debugger.h" #include "core/debugger/engine_debugger.h" -#include "core/debugger/engine_profiler.h" #include "core/io/marshalls.h" #include "core/object/script_language.h" #include "core/templates/local_vector.h" +#include "scene/2d/physics/collision_object_2d.h" +#include "scene/2d/physics/collision_polygon_2d.h" +#include "scene/2d/physics/collision_shape_2d.h" +#ifndef _3D_DISABLED +#include "scene/3d/label_3d.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/physics/collision_object_3d.h" +#include "scene/3d/physics/collision_shape_3d.h" +#include "scene/3d/sprite_3d.h" +#include "scene/resources/surface_tool.h" +#endif // _3D_DISABLED +#include "scene/gui/popup_menu.h" +#include "scene/main/canvas_layer.h" #include "scene/main/scene_tree.h" #include "scene/main/window.h" #include "scene/resources/packed_scene.h" - -SceneDebugger *SceneDebugger::singleton = nullptr; +#include "scene/theme/theme_db.h" SceneDebugger::SceneDebugger() { singleton = this; + #ifdef DEBUG_ENABLED LiveEditor::singleton = memnew(LiveEditor); + RuntimeNodeSelect::singleton = memnew(RuntimeNodeSelect); + EngineDebugger::register_message_capture("scene", EngineDebugger::Capture(nullptr, SceneDebugger::parse_message)); #endif } @@ -58,7 +72,13 @@ SceneDebugger::~SceneDebugger() { memdelete(LiveEditor::singleton); LiveEditor::singleton = nullptr; } + + if (RuntimeNodeSelect::singleton) { + memdelete(RuntimeNodeSelect::singleton); + RuntimeNodeSelect::singleton = nullptr; + } #endif + singleton = nullptr; } @@ -80,10 +100,15 @@ Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Arra if (!scene_tree) { return ERR_UNCONFIGURED; } + LiveEditor *live_editor = LiveEditor::get_singleton(); if (!live_editor) { return ERR_UNCONFIGURED; } + RuntimeNodeSelect *runtime_node_select = RuntimeNodeSelect::get_singleton(); + if (!runtime_node_select) { + return ERR_UNCONFIGURED; + } r_captured = true; if (p_msg == "request_scene_tree") { // Scene tree @@ -101,22 +126,34 @@ Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Arra ObjectID id = p_args[0]; _send_object_id(id); - } else if (p_msg == "override_camera_2D:set") { // Camera + } else if (p_msg == "suspend_changed") { ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); - bool enforce = p_args[0]; - scene_tree->get_root()->enable_canvas_transform_override(enforce); + bool suspended = p_args[0]; + scene_tree->set_suspend(suspended); + runtime_node_select->_update_input_state(); - } else if (p_msg == "override_camera_2D:transform") { - ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); - Transform2D transform = p_args[0]; - scene_tree->get_root()->set_canvas_transform_override(transform); -#ifndef _3D_DISABLED - } else if (p_msg == "override_camera_3D:set") { + } else if (p_msg == "next_frame") { + _next_frame(); + + } else if (p_msg == "override_cameras") { // Camera ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); bool enable = p_args[0]; + bool from_editor = p_args[1]; + scene_tree->get_root()->enable_canvas_transform_override(enable); +#ifndef _3D_DISABLED scene_tree->get_root()->enable_camera_3d_override(enable); +#endif // _3D_DISABLED + runtime_node_select->_set_camera_override_enabled(enable && !from_editor); - } else if (p_msg == "override_camera_3D:transform") { + } else if (p_msg == "transform_camera_2d") { + ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); + Transform2D transform = p_args[0]; + scene_tree->get_root()->set_canvas_transform_override(transform); + + runtime_node_select->_queue_selection_update(); + +#ifndef _3D_DISABLED + } else if (p_msg == "transform_camera_3d") { ERR_FAIL_COND_V(p_args.size() < 5, ERR_INVALID_DATA); Transform3D transform = p_args[0]; bool is_perspective = p_args[1]; @@ -129,95 +166,142 @@ Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Arra scene_tree->get_root()->set_camera_3d_override_orthogonal(size_or_fov, depth_near, depth_far); } scene_tree->get_root()->set_camera_3d_override_transform(transform); + + runtime_node_select->_queue_selection_update(); #endif // _3D_DISABLED + } else if (p_msg == "set_object_property") { ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); _set_object_property(p_args[0], p_args[1], p_args[2]); - } else if (!p_msg.begins_with("live_")) { // Live edits below. - return ERR_SKIP; - } else if (p_msg == "live_set_root") { - ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); - live_editor->_root_func(p_args[0], p_args[1]); + runtime_node_select->_queue_selection_update(); + + } else if (p_msg.begins_with("live_")) { /// Live Edit + if (p_msg == "live_set_root") { + ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); + live_editor->_root_func(p_args[0], p_args[1]); + + } else if (p_msg == "live_node_path") { + ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); + live_editor->_node_path_func(p_args[0], p_args[1]); + + } else if (p_msg == "live_res_path") { + ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); + live_editor->_res_path_func(p_args[0], p_args[1]); + + } else if (p_msg == "live_node_prop_res") { + ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); + live_editor->_node_set_res_func(p_args[0], p_args[1], p_args[2]); + + } else if (p_msg == "live_node_prop") { + ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); + live_editor->_node_set_func(p_args[0], p_args[1], p_args[2]); + + } else if (p_msg == "live_res_prop_res") { + ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); + live_editor->_res_set_res_func(p_args[0], p_args[1], p_args[2]); + + } else if (p_msg == "live_res_prop") { + ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); + live_editor->_res_set_func(p_args[0], p_args[1], p_args[2]); + + } else if (p_msg == "live_node_call") { + ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); + LocalVector<Variant> args; + LocalVector<Variant *> argptrs; + args.resize(p_args.size() - 2); + argptrs.resize(args.size()); + for (uint32_t i = 0; i < args.size(); i++) { + args[i] = p_args[i + 2]; + argptrs[i] = &args[i]; + } + live_editor->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size()); + + } else if (p_msg == "live_res_call") { + ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); + LocalVector<Variant> args; + LocalVector<Variant *> argptrs; + args.resize(p_args.size() - 2); + argptrs.resize(args.size()); + for (uint32_t i = 0; i < args.size(); i++) { + args[i] = p_args[i + 2]; + argptrs[i] = &args[i]; + } + live_editor->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size()); - } else if (p_msg == "live_node_path") { - ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); - live_editor->_node_path_func(p_args[0], p_args[1]); + } else if (p_msg == "live_create_node") { + ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); + live_editor->_create_node_func(p_args[0], p_args[1], p_args[2]); - } else if (p_msg == "live_res_path") { - ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); - live_editor->_res_path_func(p_args[0], p_args[1]); + } else if (p_msg == "live_instantiate_node") { + ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); + live_editor->_instance_node_func(p_args[0], p_args[1], p_args[2]); - } else if (p_msg == "live_node_prop_res") { - ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); - live_editor->_node_set_res_func(p_args[0], p_args[1], p_args[2]); + } else if (p_msg == "live_remove_node") { + ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); + live_editor->_remove_node_func(p_args[0]); - } else if (p_msg == "live_node_prop") { - ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); - live_editor->_node_set_func(p_args[0], p_args[1], p_args[2]); + if (!runtime_node_select->has_selection) { + runtime_node_select->_clear_selection(); + } - } else if (p_msg == "live_res_prop_res") { - ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); - live_editor->_res_set_res_func(p_args[0], p_args[1], p_args[2]); + } else if (p_msg == "live_remove_and_keep_node") { + ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); + live_editor->_remove_and_keep_node_func(p_args[0], p_args[1]); - } else if (p_msg == "live_res_prop") { - ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); - live_editor->_res_set_func(p_args[0], p_args[1], p_args[2]); + if (!runtime_node_select->has_selection) { + runtime_node_select->_clear_selection(); + } - } else if (p_msg == "live_node_call") { - ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); - LocalVector<Variant> args; - LocalVector<Variant *> argptrs; - args.resize(p_args.size() - 2); - argptrs.resize(args.size()); - for (uint32_t i = 0; i < args.size(); i++) { - args[i] = p_args[i + 2]; - argptrs[i] = &args[i]; - } - live_editor->_node_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size()); + } else if (p_msg == "live_restore_node") { + ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); + live_editor->_restore_node_func(p_args[0], p_args[1], p_args[2]); - } else if (p_msg == "live_res_call") { - ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); - LocalVector<Variant> args; - LocalVector<Variant *> argptrs; - args.resize(p_args.size() - 2); - argptrs.resize(args.size()); - for (uint32_t i = 0; i < args.size(); i++) { - args[i] = p_args[i + 2]; - argptrs[i] = &args[i]; + } else if (p_msg == "live_duplicate_node") { + ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); + live_editor->_duplicate_node_func(p_args[0], p_args[1]); + + } else if (p_msg == "live_reparent_node") { + ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA); + live_editor->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]); + + } else { + return ERR_SKIP; } - live_editor->_res_call_func(p_args[0], p_args[1], argptrs.size() ? (const Variant **)argptrs.ptr() : nullptr, argptrs.size()); - } else if (p_msg == "live_create_node") { - ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); - live_editor->_create_node_func(p_args[0], p_args[1], p_args[2]); + } else if (p_msg.begins_with("runtime_node_select_")) { /// Runtime Node Selection + if (p_msg == "runtime_node_select_setup") { + runtime_node_select->_setup(); - } else if (p_msg == "live_instantiate_node") { - ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); - live_editor->_instance_node_func(p_args[0], p_args[1], p_args[2]); + } else if (p_msg == "runtime_node_select_set_type") { + ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); + RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)(int)p_args[0]; + runtime_node_select->_node_set_type(type); - } else if (p_msg == "live_remove_node") { - ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); - live_editor->_remove_node_func(p_args[0]); + } else if (p_msg == "runtime_node_select_set_mode") { + ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); + RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)(int)p_args[0]; + runtime_node_select->_select_set_mode(mode); - } else if (p_msg == "live_remove_and_keep_node") { - ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); - live_editor->_remove_and_keep_node_func(p_args[0], p_args[1]); + } else if (p_msg == "runtime_node_select_set_visible") { + ERR_FAIL_COND_V(p_args.is_empty(), ERR_INVALID_DATA); + bool visible = p_args[0]; + runtime_node_select->_set_selection_visible(visible); - } else if (p_msg == "live_restore_node") { - ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); - live_editor->_restore_node_func(p_args[0], p_args[1], p_args[2]); + } else if (p_msg == "runtime_node_select_reset_camera_2d") { + runtime_node_select->_reset_camera_2d(); - } else if (p_msg == "live_duplicate_node") { - ERR_FAIL_COND_V(p_args.size() < 2, ERR_INVALID_DATA); - live_editor->_duplicate_node_func(p_args[0], p_args[1]); + } else if (p_msg == "runtime_node_select_reset_camera_3d") { + runtime_node_select->_reset_camera_3d(); + + } else { + return ERR_SKIP; + } - } else if (p_msg == "live_reparent_node") { - ERR_FAIL_COND_V(p_args.size() < 4, ERR_INVALID_DATA); - live_editor->_reparent_node_func(p_args[0], p_args[1], p_args[2], p_args[3]); } else { r_captured = false; } + return OK; } @@ -262,6 +346,9 @@ void SceneDebugger::_send_object_id(ObjectID p_id, int p_max_size) { return; } + Node *node = Object::cast_to<Node>(ObjectDB::get_instance(p_id)); + RuntimeNodeSelect::get_singleton()->_select_node(node); + Array arr; obj.serialize(arr); EngineDebugger::get_singleton()->send_message("scene:inspect_object", arr); @@ -282,6 +369,16 @@ void SceneDebugger::_set_object_property(ObjectID p_id, const String &p_property obj->set(prop_name, p_value); } +void SceneDebugger::_next_frame() { + SceneTree *scene_tree = SceneTree::get_singleton(); + if (!scene_tree->is_suspended()) { + return; + } + + scene_tree->set_suspend(false); + RenderingServer::get_singleton()->connect("frame_post_draw", callable_mp(scene_tree, &SceneTree::set_suspend).bind(true), Object::CONNECT_ONE_SHOT); +} + void SceneDebugger::add_to_cache(const String &p_filename, Node *p_node) { LiveEditor *debugger = LiveEditor::get_singleton(); if (!debugger) { @@ -582,7 +679,6 @@ void SceneDebuggerTree::deserialize(const Array &p_arr) { } /// LiveEditor -LiveEditor *LiveEditor::singleton = nullptr; LiveEditor *LiveEditor::get_singleton() { return singleton; } @@ -1091,4 +1187,942 @@ void LiveEditor::_reparent_node_func(const NodePath &p_at, const NodePath &p_new } } +/// RuntimeNodeSelect +RuntimeNodeSelect *RuntimeNodeSelect::get_singleton() { + return singleton; +} + +RuntimeNodeSelect::~RuntimeNodeSelect() { + if (selection_list && !selection_list->is_visible()) { + memdelete(selection_list); + } + + if (sbox_2d_canvas.is_valid()) { + RS::get_singleton()->free(sbox_2d_canvas); + RS::get_singleton()->free(sbox_2d_ci); + } + +#ifndef _3D_DISABLED + if (sbox_3d_instance.is_valid()) { + RS::get_singleton()->free(sbox_3d_instance); + RS::get_singleton()->free(sbox_3d_instance_ofs); + RS::get_singleton()->free(sbox_3d_instance_xray); + RS::get_singleton()->free(sbox_3d_instance_xray_ofs); + } +#endif // _3D_DISABLED +} + +void RuntimeNodeSelect::_setup() { + Window *root = SceneTree::get_singleton()->get_root(); + ERR_FAIL_COND(root->is_connected(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input))); + + root->connect(SceneStringName(window_input), callable_mp(this, &RuntimeNodeSelect::_root_window_input)); + root->connect("size_changed", callable_mp(this, &RuntimeNodeSelect::_queue_selection_update), CONNECT_DEFERRED); + + selection_list = memnew(PopupMenu); + selection_list->set_theme(ThemeDB::get_singleton()->get_default_theme()); + selection_list->set_auto_translate_mode(Node::AUTO_TRANSLATE_MODE_DISABLED); + selection_list->set_force_native(true); + selection_list->connect("index_pressed", callable_mp(this, &RuntimeNodeSelect::_items_popup_index_pressed).bind(selection_list)); + selection_list->connect("popup_hide", callable_mp(Object::cast_to<Node>(root), &Node::remove_child).bind(selection_list)); + + panner.instantiate(); + panner->set_callbacks(callable_mp(this, &RuntimeNodeSelect::_pan_callback), callable_mp(this, &RuntimeNodeSelect::_zoom_callback)); + + /// 2D Selection Box Generation + + sbox_2d_canvas = RS::get_singleton()->canvas_create(); + sbox_2d_ci = RS::get_singleton()->canvas_item_create(); + RS::get_singleton()->viewport_attach_canvas(root->get_viewport_rid(), sbox_2d_canvas); + RS::get_singleton()->canvas_item_set_parent(sbox_2d_ci, sbox_2d_canvas); + +#ifndef _3D_DISABLED + cursor = Cursor(); + + /// 3D Selection Box Generation + // Copied from the Node3DEditor implementation. + + // Use two AABBs to create the illusion of a slightly thicker line. + AABB aabb(Vector3(), Vector3(1, 1, 1)); + + // Create a x-ray (visible through solid surfaces) and standard version of the selection box. + // Both will be drawn at the same position, but with different opacity. + // This lets the user see where the selection is while still having a sense of depth. + Ref<SurfaceTool> st = memnew(SurfaceTool); + Ref<SurfaceTool> st_xray = memnew(SurfaceTool); + + st->begin(Mesh::PRIMITIVE_LINES); + st_xray->begin(Mesh::PRIMITIVE_LINES); + for (int i = 0; i < 12; i++) { + Vector3 a, b; + aabb.get_edge(i, a, b); + + st->add_vertex(a); + st->add_vertex(b); + st_xray->add_vertex(a); + st_xray->add_vertex(b); + } + + Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D); + mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); + mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); + // In the original Node3DEditor, this value would be fetched from the "editors/3d/selection_box_color" editor property, + // but since this is not accessible from here, we will just use the default value. + const Color selection_color_3d = Color(1, 0.5, 0); + mat->set_albedo(selection_color_3d); + mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); + st->set_material(mat); + sbox_3d_mesh = st->commit(); + + Ref<StandardMaterial3D> mat_xray = memnew(StandardMaterial3D); + mat_xray->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); + mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); + mat_xray->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true); + mat_xray->set_albedo(selection_color_3d * Color(1, 1, 1, 0.15)); + mat_xray->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); + st_xray->set_material(mat_xray); + sbox_3d_mesh_xray = st_xray->commit(); +#endif // _3D_DISABLED + + SceneTree::get_singleton()->connect("process_frame", callable_mp(this, &RuntimeNodeSelect::_process_frame)); + SceneTree::get_singleton()->connect("physics_frame", callable_mp(this, &RuntimeNodeSelect::_physics_frame)); + + // This function will be called before the root enters the tree at first when the Game view is passing its settings to + // the debugger, so queue the update for after it enters. + root->connect(SceneStringName(tree_entered), callable_mp(this, &RuntimeNodeSelect::_update_input_state), Object::CONNECT_ONE_SHOT); +} + +void RuntimeNodeSelect::_node_set_type(NodeType p_type) { + node_select_type = p_type; + _update_input_state(); +} + +void RuntimeNodeSelect::_select_set_mode(SelectMode p_mode) { + node_select_mode = p_mode; +} + +void RuntimeNodeSelect::_set_camera_override_enabled(bool p_enabled) { + camera_override = p_enabled; + + if (p_enabled) { + _update_view_2d(); + } + +#ifndef _3D_DISABLED + if (camera_first_override) { + _reset_camera_2d(); + _reset_camera_3d(); + + camera_first_override = false; + } else if (p_enabled) { + _update_view_2d(); + + SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform()); + SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR); + } +#endif // _3D_DISABLED +} + +void RuntimeNodeSelect::_root_window_input(const Ref<InputEvent> &p_event) { + Window *root = SceneTree::get_singleton()->get_root(); + if (node_select_type == NODE_TYPE_NONE || selection_list->is_visible()) { + // Workaround for platforms that don't allow subwindows. + if (selection_list->is_visible() && selection_list->is_embedded()) { + root->set_disable_input_override(false); + selection_list->push_input(p_event); + callable_mp(root->get_viewport(), &Viewport::set_disable_input_override).call_deferred(true); + } + + return; + } + + if (camera_override) { + if (node_select_type == NODE_TYPE_2D) { + if (panner->gui_input(p_event, Rect2(Vector2(), root->get_size()))) { + return; + } + } else if (node_select_type == NODE_TYPE_3D) { +#ifndef _3D_DISABLED + if (root->get_camera_3d() && _handle_3d_input(p_event)) { + return; + } +#endif // _3D_DISABLED + } + } + + Ref<InputEventMouseButton> b = p_event; + if (!b.is_valid() || !b->is_pressed()) { + return; + } + + list_shortcut_pressed = node_select_mode == SELECT_MODE_SINGLE && b->get_button_index() == MouseButton::RIGHT && b->is_alt_pressed(); + if (list_shortcut_pressed || b->get_button_index() == MouseButton::LEFT) { + selection_position = b->get_position(); + } +} + +void RuntimeNodeSelect::_items_popup_index_pressed(int p_index, PopupMenu *p_popup) { + Object *obj = p_popup->get_item_metadata(p_index).get_validated_object(); + if (!obj) { + return; + } + + Array message; + message.append(obj->get_instance_id()); + EngineDebugger::get_singleton()->send_message("remote_node_clicked", message); +} + +void RuntimeNodeSelect::_update_input_state() { + SceneTree *scene_tree = SceneTree::get_singleton(); + // This function can be called at the very beginning, when the root hasn't entered the tree yet. + // So check first to avoid a crash. + if (!scene_tree->get_root()->is_inside_tree()) { + return; + } + + bool disable_input = scene_tree->is_suspended() || node_select_type != RuntimeNodeSelect::NODE_TYPE_NONE; + Input::get_singleton()->set_disable_input(disable_input); + Input::get_singleton()->set_mouse_mode_override_enabled(disable_input); + scene_tree->get_root()->set_disable_input_override(disable_input); +} + +void RuntimeNodeSelect::_process_frame() { +#ifndef _3D_DISABLED + if (camera_freelook) { + Transform3D transform = _get_cursor_transform(); + Vector3 forward = transform.basis.xform(Vector3(0, 0, -1)); + const Vector3 right = transform.basis.xform(Vector3(1, 0, 0)); + Vector3 up = transform.basis.xform(Vector3(0, 1, 0)); + + Vector3 direction; + + Input *input = Input::get_singleton(); + bool was_input_disabled = input->is_input_disabled(); + if (was_input_disabled) { + input->set_disable_input(false); + } + + if (input->is_physical_key_pressed(Key::A)) { + direction -= right; + } + if (input->is_physical_key_pressed(Key::D)) { + direction += right; + } + if (input->is_physical_key_pressed(Key::W)) { + direction += forward; + } + if (input->is_physical_key_pressed(Key::S)) { + direction -= forward; + } + if (input->is_physical_key_pressed(Key::E)) { + direction += up; + } + if (input->is_physical_key_pressed(Key::Q)) { + direction -= up; + } + + real_t speed = FREELOOK_BASE_SPEED; + if (input->is_physical_key_pressed(Key::SHIFT)) { + speed *= 3.0; + } + if (input->is_physical_key_pressed(Key::ALT)) { + speed *= 0.333333; + } + + if (was_input_disabled) { + input->set_disable_input(true); + } + + if (direction != Vector3()) { + // Calculate the process time manually, as the time scale is frozen. + const double process_time = (1.0 / Engine::get_singleton()->get_frames_per_second()) * Engine::get_singleton()->get_unfrozen_time_scale(); + const Vector3 motion = direction * speed * process_time; + cursor.pos += motion; + cursor.eye_pos += motion; + + SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform()); + } + } +#endif // _3D_DISABLED + + if (selection_update_queued || !SceneTree::get_singleton()->is_suspended()) { + selection_update_queued = false; + if (has_selection) { + _update_selection(); + } + } +} + +void RuntimeNodeSelect::_physics_frame() { + if (!Math::is_inf(selection_position.x) || !Math::is_inf(selection_position.y)) { + _click_point(); + selection_position = Point2(INFINITY, INFINITY); + } +} + +void RuntimeNodeSelect::_click_point() { + Window *root = SceneTree::get_singleton()->get_root(); + Point2 pos = root->get_screen_transform().affine_inverse().xform(selection_position); + Vector<SelectResult> items; + + if (node_select_type == NODE_TYPE_2D) { + for (int i = 0; i < root->get_child_count(); i++) { + _find_canvas_items_at_pos(pos, root->get_child(i), items); + } + + // Remove possible duplicates. + for (int i = 0; i < items.size(); i++) { + Node *item = items[i].item; + for (int j = 0; j < i; j++) { + if (items[j].item == item) { + items.remove_at(i); + i--; + + break; + } + } + } + } else if (node_select_type == NODE_TYPE_3D) { +#ifndef _3D_DISABLED + _find_3d_items_at_pos(pos, items); +#endif // _3D_DISABLED + } + + if (items.is_empty()) { + return; + } + + items.sort(); + + if ((!list_shortcut_pressed && node_select_mode == SELECT_MODE_SINGLE) || items.size() == 1) { + Array message; + message.append(items[0].item->get_instance_id()); + EngineDebugger::get_singleton()->send_message("remote_node_clicked", message); + } else if (list_shortcut_pressed || node_select_mode == SELECT_MODE_LIST) { + if (!selection_list->is_inside_tree()) { + root->add_child(selection_list); + } + + selection_list->clear(); + for (const SelectResult &I : items) { + selection_list->add_item(I.item->get_name()); + selection_list->set_item_metadata(-1, I.item); + } + + selection_list->set_position(selection_list->is_embedded() ? pos : selection_position + root->get_position()); + selection_list->reset_size(); + selection_list->popup(); + // FIXME: Ugly hack that stops the popup from hiding when the button is released. + selection_list->call_deferred(SNAME("set_position"), selection_list->get_position() + Point2(1, 0)); + } +} + +void RuntimeNodeSelect::_select_node(Node *p_node) { + if (p_node == selected_node) { + return; + } + + _clear_selection(); + + CanvasItem *ci = Object::cast_to<CanvasItem>(p_node); + if (ci) { + selected_node = p_node; + } else { +#ifndef _3D_DISABLED + Node3D *node_3d = Object::cast_to<Node3D>(p_node); + if (node_3d) { + if (!node_3d->is_inside_world()) { + return; + } + + selected_node = p_node; + + sbox_3d_instance = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario()); + sbox_3d_instance_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh->get_rid(), node_3d->get_world_3d()->get_scenario()); + RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance, RS::SHADOW_CASTING_SETTING_OFF); + RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_ofs, RS::SHADOW_CASTING_SETTING_OFF); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); + + sbox_3d_instance_xray = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario()); + sbox_3d_instance_xray_ofs = RS::get_singleton()->instance_create2(sbox_3d_mesh_xray->get_rid(), node_3d->get_world_3d()->get_scenario()); + RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray, RS::SHADOW_CASTING_SETTING_OFF); + RS::get_singleton()->instance_geometry_set_cast_shadows_setting(sbox_3d_instance_xray_ofs, RS::SHADOW_CASTING_SETTING_OFF); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true); + RS::get_singleton()->instance_geometry_set_flag(sbox_3d_instance_xray_ofs, RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); + } +#endif // _3D_DISABLED + } + + has_selection = selected_node; + _queue_selection_update(); +} + +void RuntimeNodeSelect::_queue_selection_update() { + if (has_selection && selection_visible) { + if (SceneTree::get_singleton()->is_suspended()) { + _update_selection(); + } else { + selection_update_queued = true; + } + } +} + +void RuntimeNodeSelect::_update_selection() { + if (has_selection && (!selected_node || !selected_node->is_inside_tree())) { + _clear_selection(); + return; + } + + CanvasItem *ci = Object::cast_to<CanvasItem>(selected_node); + if (ci) { + Window *root = SceneTree::get_singleton()->get_root(); + Transform2D xform; + if (root->is_canvas_transform_override_enabled() && !ci->get_canvas_layer_node()) { + RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, (root->get_canvas_transform_override())); + xform = ci->get_global_transform(); + } else { + RS::get_singleton()->canvas_item_set_transform(sbox_2d_ci, Transform2D()); + xform = ci->get_global_transform_with_canvas(); + } + + // Fallback. + Rect2 rect = Rect2(Vector2(), Vector2(10, 10)); + + if (ci->_edit_use_rect()) { + rect = ci->_edit_get_rect(); + } else { + CollisionShape2D *collision_shape = Object::cast_to<CollisionShape2D>(ci); + if (collision_shape) { + Ref<Shape2D> shape = collision_shape->get_shape(); + if (shape.is_valid()) { + rect = shape->get_rect(); + } + } + } + + RS::get_singleton()->canvas_item_set_visible(sbox_2d_ci, selection_visible); + + if (xform == sbox_2d_xform && rect == sbox_2d_rect) { + return; // Nothing changed. + } + sbox_2d_xform = xform; + sbox_2d_rect = rect; + + RS::get_singleton()->canvas_item_clear(sbox_2d_ci); + + const Vector2 endpoints[4] = { + xform.xform(rect.position), + xform.xform(rect.position + Vector2(rect.size.x, 0)), + xform.xform(rect.position + rect.size), + xform.xform(rect.position + Vector2(0, rect.size.y)) + }; + + const Color selection_color_2d = Color(1, 0.6, 0.4, 0.7); + for (int i = 0; i < 4; i++) { + RS::get_singleton()->canvas_item_add_line(sbox_2d_ci, endpoints[i], endpoints[(i + 1) % 4], selection_color_2d, Math::round(2.f)); + } + } else { +#ifndef _3D_DISABLED + Node3D *node_3d = Object::cast_to<Node3D>(selected_node); + + // Fallback. + AABB bounds(Vector3(-0.5, -0.5, -0.5), Vector3(1, 1, 1)); + + VisualInstance3D *visual_instance = Object::cast_to<VisualInstance3D>(node_3d); + if (visual_instance) { + bounds = visual_instance->get_aabb(); + } else { + CollisionShape3D *collision_shape = Object::cast_to<CollisionShape3D>(node_3d); + if (collision_shape) { + Ref<Shape3D> shape = collision_shape->get_shape(); + if (shape.is_valid()) { + bounds = shape->get_debug_mesh()->get_aabb(); + } + } + } + + RS::get_singleton()->instance_set_visible(sbox_3d_instance, selection_visible); + RS::get_singleton()->instance_set_visible(sbox_3d_instance_ofs, selection_visible); + RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray, selection_visible); + RS::get_singleton()->instance_set_visible(sbox_3d_instance_xray_ofs, selection_visible); + + Transform3D xform_to_top_level_parent_space = node_3d->get_global_transform().affine_inverse() * node_3d->get_global_transform(); + bounds = xform_to_top_level_parent_space.xform(bounds); + Transform3D t = node_3d->get_global_transform(); + + if (t == sbox_3d_xform && bounds == sbox_3d_bounds) { + return; // Nothing changed. + } + sbox_3d_xform = t; + sbox_3d_bounds = bounds; + + Transform3D t_offset = t; + + // Apply AABB scaling before item's global transform. + { + const Vector3 offset(0.005, 0.005, 0.005); + Basis aabb_s; + aabb_s.scale(bounds.size + offset); + t.translate_local(bounds.position - offset / 2); + t.basis = t.basis * aabb_s; + } + { + const Vector3 offset(0.01, 0.01, 0.01); + Basis aabb_s; + aabb_s.scale(bounds.size + offset); + t_offset.translate_local(bounds.position - offset / 2); + t_offset.basis = t_offset.basis * aabb_s; + } + + RS::get_singleton()->instance_set_transform(sbox_3d_instance, t); + RS::get_singleton()->instance_set_transform(sbox_3d_instance_ofs, t_offset); + RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray, t); + RS::get_singleton()->instance_set_transform(sbox_3d_instance_xray_ofs, t_offset); +#endif // _3D_DISABLED + } +} + +void RuntimeNodeSelect::_clear_selection() { + selected_node = nullptr; + has_selection = false; + + if (sbox_2d_canvas.is_valid()) { + RS::get_singleton()->canvas_item_clear(sbox_2d_ci); + } + +#ifndef _3D_DISABLED + if (sbox_3d_instance.is_valid()) { + RS::get_singleton()->free(sbox_3d_instance); + RS::get_singleton()->free(sbox_3d_instance_ofs); + RS::get_singleton()->free(sbox_3d_instance_xray); + RS::get_singleton()->free(sbox_3d_instance_xray_ofs); + } +#endif // _3D_DISABLED +} + +void RuntimeNodeSelect::_set_selection_visible(bool p_visible) { + selection_visible = p_visible; + + if (has_selection) { + _update_selection(); + } +} + +// Copied and trimmed from the CanvasItemEditor implementation. +void RuntimeNodeSelect::_find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform, const Transform2D &p_canvas_xform) { + if (!p_node || Object::cast_to<Viewport>(p_node)) { + return; + } + + // In the original CanvasItemEditor, this value would be fetched from the "editors/polygon_editor/point_grab_radius" editor property, + // but since this is not accessible from here, we will just use the default value. + const real_t grab_distance = 8; + CanvasItem *ci = Object::cast_to<CanvasItem>(p_node); + + for (int i = p_node->get_child_count() - 1; i >= 0; i--) { + if (ci) { + if (!ci->is_set_as_top_level()) { + _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, p_parent_xform * ci->get_transform(), p_canvas_xform); + } else { + _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, ci->get_transform(), p_canvas_xform); + } + } else { + CanvasLayer *cl = Object::cast_to<CanvasLayer>(p_node); + _find_canvas_items_at_pos(p_pos, p_node->get_child(i), r_items, Transform2D(), cl ? cl->get_transform() : p_canvas_xform); + } + } + + if (ci && ci->is_visible_in_tree()) { + Transform2D xform = p_canvas_xform; + if (!ci->is_set_as_top_level()) { + xform *= p_parent_xform; + } + + Vector2 pos; + // Cameras (overridden or not) don't affect `CanvasLayer`s. + if (!ci->get_canvas_layer_node()) { + Window *root = SceneTree::get_singleton()->get_root(); + pos = (root->is_canvas_transform_override_enabled() ? root->get_canvas_transform_override() : root->get_canvas_transform()).affine_inverse().xform(p_pos); + } else { + pos = p_pos; + } + + xform = (xform * ci->get_transform()).affine_inverse(); + const real_t local_grab_distance = xform.basis_xform(Vector2(grab_distance, 0)).length() / view_2d_zoom; + if (ci->_edit_is_selected_on_click(xform.xform(pos), local_grab_distance)) { + SelectResult res; + res.item = ci; + res.order = ci->get_effective_z_index() + ci->get_canvas_layer(); + r_items.push_back(res); + + // If it's a shape, get the collision object it's from. + // FIXME: If the collision object has multiple shapes, only the topmost will be above it in the list. + if (Object::cast_to<CollisionShape2D>(ci) || Object::cast_to<CollisionPolygon2D>(ci)) { + CollisionObject2D *collision_object = Object::cast_to<CollisionObject2D>(ci->get_parent()); + if (collision_object) { + SelectResult res_col; + res_col.item = ci->get_parent(); + res_col.order = collision_object->get_z_index() + ci->get_canvas_layer(); + r_items.push_back(res_col); + } + } + } + } +} + +void RuntimeNodeSelect::_pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event) { + view_2d_offset.x -= p_scroll_vec.x / view_2d_zoom; + view_2d_offset.y -= p_scroll_vec.y / view_2d_zoom; + + _update_view_2d(); +} + +// A very shallow copy of the same function inside CanvasItemEditor. +void RuntimeNodeSelect::_zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event) { + real_t prev_zoom = view_2d_zoom; + view_2d_zoom = CLAMP(view_2d_zoom * p_zoom_factor, VIEW_2D_MIN_ZOOM, VIEW_2D_MAX_ZOOM); + + Vector2 pos = SceneTree::get_singleton()->get_root()->get_screen_transform().affine_inverse().xform(p_origin); + view_2d_offset += pos / prev_zoom - pos / view_2d_zoom; + + // We want to align in-scene pixels to screen pixels, this prevents blurry rendering + // of small details (texts, lines). + // This correction adds a jitter movement when zooming, so we correct only when the + // zoom factor is an integer. (in the other cases, all pixels won't be aligned anyway) + const real_t closest_zoom_factor = Math::round(view_2d_zoom); + if (Math::is_zero_approx(view_2d_zoom - closest_zoom_factor)) { + // Make sure scene pixel at view_offset is aligned on a screen pixel. + Vector2 view_offset_int = view_2d_offset.floor(); + Vector2 view_offset_frac = view_2d_offset - view_offset_int; + view_2d_offset = view_offset_int + (view_offset_frac * closest_zoom_factor).round() / closest_zoom_factor; + } + + _update_view_2d(); +} + +void RuntimeNodeSelect::_reset_camera_2d() { + view_2d_offset = -SceneTree::get_singleton()->get_root()->get_canvas_transform().get_origin(); + view_2d_zoom = 1; + + _update_view_2d(); +} + +void RuntimeNodeSelect::_update_view_2d() { + Transform2D transform = Transform2D(); + transform.scale_basis(Size2(view_2d_zoom, view_2d_zoom)); + transform.columns[2] = -view_2d_offset * view_2d_zoom; + + SceneTree::get_singleton()->get_root()->set_canvas_transform_override(transform); + + _queue_selection_update(); +} + +#ifndef _3D_DISABLED +void RuntimeNodeSelect::_find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items) { + Window *root = SceneTree::get_singleton()->get_root(); + Camera3D *camera = root->get_viewport()->get_camera_3d(); + if (!camera) { + return; + } + + Vector3 ray, pos, to; + if (root->get_viewport()->is_camera_3d_override_enabled()) { + Viewport *vp = root->get_viewport(); + ray = vp->camera_3d_override_project_ray_normal(p_pos); + pos = vp->camera_3d_override_project_ray_origin(p_pos); + to = pos + ray * vp->get_camera_3d_override_properties()["z_far"]; + } else { + ray = camera->project_ray_normal(p_pos); + pos = camera->project_ray_origin(p_pos); + to = pos + ray * camera->get_far(); + } + + // Start with physical objects. + PhysicsDirectSpaceState3D *ss = root->get_world_3d()->get_direct_space_state(); + PhysicsDirectSpaceState3D::RayResult result; + HashSet<RID> excluded; + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = pos; + ray_params.to = to; + ray_params.collide_with_areas = true; + while (true) { + ray_params.exclude = excluded; + if (ss->intersect_ray(ray_params, result)) { + SelectResult res; + res.item = Object::cast_to<Node>(result.collider); + res.order = -pos.distance_to(Object::cast_to<Node3D>(res.item)->get_global_transform().xform(result.position)); + + // Fetch collision shapes. + CollisionObject3D *collision = Object::cast_to<CollisionObject3D>(result.collider); + if (collision) { + List<uint32_t> owners; + collision->get_shape_owners(&owners); + for (const uint32_t &I : owners) { + SelectResult res_shape; + res_shape.item = Object::cast_to<Node>(collision->shape_owner_get_owner(I)); + res_shape.order = res.order; + r_items.push_back(res_shape); + } + } + + r_items.push_back(res); + + excluded.insert(result.rid); + } else { + break; + } + } + + // Then go for the meshes. + Vector<ObjectID> items = RS::get_singleton()->instances_cull_ray(pos, to, root->get_world_3d()->get_scenario()); + for (int i = 0; i < items.size(); i++) { + Object *obj = ObjectDB::get_instance(items[i]); + GeometryInstance3D *geo_instance = nullptr; + Ref<TriangleMesh> mesh_collision; + + MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(obj); + if (mesh_instance) { + if (mesh_instance->get_mesh().is_valid()) { + geo_instance = mesh_instance; + mesh_collision = mesh_instance->get_mesh()->generate_triangle_mesh(); + } + } else { + Label3D *label = Object::cast_to<Label3D>(obj); + if (label) { + geo_instance = label; + mesh_collision = label->generate_triangle_mesh(); + } else { + Sprite3D *sprite = Object::cast_to<Sprite3D>(obj); + if (sprite) { + geo_instance = sprite; + mesh_collision = sprite->generate_triangle_mesh(); + } + } + } + + if (mesh_collision.is_valid()) { + Transform3D gt = geo_instance->get_global_transform(); + Transform3D ai = gt.affine_inverse(); + Vector3 point, normal; + if (mesh_collision->intersect_ray(ai.xform(pos), ai.basis.xform(ray).normalized(), point, normal)) { + SelectResult res; + res.item = Object::cast_to<Node>(obj); + res.order = -pos.distance_to(gt.xform(point)); + r_items.push_back(res); + + continue; + } + } + + items.remove_at(i); + i--; + } +} + +bool RuntimeNodeSelect::_handle_3d_input(const Ref<InputEvent> &p_event) { + Ref<InputEventMouseButton> b = p_event; + + if (b.is_valid()) { + const real_t zoom_factor = 1.08 * b->get_factor(); + switch (b->get_button_index()) { + case MouseButton::WHEEL_UP: { + if (!camera_freelook) { + _cursor_scale_distance(1.0 / zoom_factor); + } + + return true; + } break; + case MouseButton::WHEEL_DOWN: { + if (!camera_freelook) { + _cursor_scale_distance(zoom_factor); + } + + return true; + } break; + case MouseButton::RIGHT: { + _set_camera_freelook_enabled(b->is_pressed()); + return true; + } break; + default: { + } + } + } + + Ref<InputEventMouseMotion> m = p_event; + + if (m.is_valid()) { + if (camera_freelook) { + _cursor_look(m); + } else if (m->get_button_mask().has_flag(MouseButtonMask::MIDDLE)) { + if (m->is_shift_pressed()) { + _cursor_pan(m); + } else { + _cursor_orbit(m); + } + } + + return true; + } + + Ref<InputEventKey> k = p_event; + + if (k.is_valid()) { + if (k->get_physical_keycode() == Key::ESCAPE) { + _set_camera_freelook_enabled(false); + return true; + } else if (k->is_ctrl_pressed()) { + switch (k->get_physical_keycode()) { + case Key::EQUAL: { + cursor.fov_scale = CLAMP(cursor.fov_scale - 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE); + SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR); + + return true; + } break; + case Key::MINUS: { + cursor.fov_scale = CLAMP(cursor.fov_scale + 0.05, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE); + SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR); + + return true; + } break; + case Key::KEY_0: { + cursor.fov_scale = 1; + SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV, CAMERA_ZNEAR, CAMERA_ZFAR); + + return true; + } break; + default: { + } + } + } + } + + // TODO: Handle magnify and pan input gestures. + + return false; +} + +void RuntimeNodeSelect::_set_camera_freelook_enabled(bool p_enabled) { + camera_freelook = p_enabled; + + if (p_enabled) { + // Make sure eye_pos is synced, because freelook referential is eye pos rather than orbit pos + Vector3 forward = _get_cursor_transform().basis.xform(Vector3(0, 0, -1)); + cursor.eye_pos = cursor.pos - cursor.distance * forward; + + previous_mouse_position = SceneTree::get_singleton()->get_root()->get_mouse_position(); + + // Hide mouse like in an FPS (warping doesn't work). + Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_CAPTURED); + + } else { + // Restore mouse. + Input::get_singleton()->set_mouse_mode_override(Input::MOUSE_MODE_VISIBLE); + + // Restore the previous mouse position when leaving freelook mode. + // This is done because leaving `Input.MOUSE_MODE_CAPTURED` will center the cursor + // due to OS limitations. + Input::get_singleton()->warp_mouse(previous_mouse_position); + } +} + +void RuntimeNodeSelect::_cursor_scale_distance(real_t p_scale) { + real_t min_distance = MAX(CAMERA_ZNEAR * 4, VIEW_3D_MIN_ZOOM); + real_t max_distance = MIN(CAMERA_ZFAR / 4, VIEW_3D_MAX_ZOOM); + cursor.distance = CLAMP(cursor.distance * p_scale, min_distance, max_distance); + + SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform()); +} + +void RuntimeNodeSelect::_cursor_look(Ref<InputEventWithModifiers> p_event) { + Window *root = SceneTree::get_singleton()->get_root(); + const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(), root->get_size())); + const Transform3D prev_camera_transform = _get_cursor_transform(); + + cursor.x_rot += relative.y * RADS_PER_PIXEL; + // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented. + cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57); + + cursor.y_rot += relative.x * RADS_PER_PIXEL; + + // Look is like the opposite of Orbit: the focus point rotates around the camera. + Transform3D camera_transform = _get_cursor_transform(); + Vector3 pos = camera_transform.xform(Vector3(0, 0, 0)); + Vector3 prev_pos = prev_camera_transform.xform(Vector3(0, 0, 0)); + Vector3 diff = prev_pos - pos; + cursor.pos += diff; + + SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform()); +} + +void RuntimeNodeSelect::_cursor_pan(Ref<InputEventWithModifiers> p_event) { + Window *root = SceneTree::get_singleton()->get_root(); + // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen. + const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2))); + const real_t pan_speed = 1 / 150.0; + + Transform3D camera_transform; + camera_transform.translate_local(cursor.pos); + camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot); + camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot); + + Vector3 translation(1 * -relative.x * pan_speed, relative.y * pan_speed, 0); + translation *= cursor.distance / 4; + camera_transform.translate_local(translation); + cursor.pos = camera_transform.origin; + + SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform()); +} + +void RuntimeNodeSelect::_cursor_orbit(Ref<InputEventWithModifiers> p_event) { + Window *root = SceneTree::get_singleton()->get_root(); + // Reduce all sides of the area by 1, so warping works when windows are maximized/fullscreen. + const Vector2 relative = Input::get_singleton()->warp_mouse_motion(p_event, Rect2(Vector2(1, 1), root->get_size() - Vector2(2, 2))); + + cursor.x_rot += relative.y * RADS_PER_PIXEL; + // Clamp the Y rotation to roughly -90..90 degrees so the user can't look upside-down and end up disoriented. + cursor.x_rot = CLAMP(cursor.x_rot, -1.57, 1.57); + + cursor.y_rot += relative.x * RADS_PER_PIXEL; + + SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform()); +} + +Transform3D RuntimeNodeSelect::_get_cursor_transform() { + Transform3D camera_transform; + camera_transform.translate_local(cursor.pos); + camera_transform.basis.rotate(Vector3(1, 0, 0), -cursor.x_rot); + camera_transform.basis.rotate(Vector3(0, 1, 0), -cursor.y_rot); + camera_transform.translate_local(0, 0, cursor.distance); + + return camera_transform; +} + +void RuntimeNodeSelect::_reset_camera_3d() { + camera_first_override = true; + + Window *root = SceneTree::get_singleton()->get_root(); + Camera3D *camera = root->get_camera_3d(); + if (!camera) { + return; + } + + cursor = Cursor(); + Transform3D transform = camera->get_global_transform(); + transform.translate_local(0, 0, -cursor.distance); + cursor.pos = transform.origin; + + cursor.x_rot = -camera->get_global_rotation().x; + cursor.y_rot = -camera->get_global_rotation().y; + + cursor.fov_scale = CLAMP(camera->get_fov() / CAMERA_BASE_FOV, CAMERA_MIN_FOV_SCALE, CAMERA_MAX_FOV_SCALE); + + SceneTree::get_singleton()->get_root()->set_camera_3d_override_transform(_get_cursor_transform()); + SceneTree::get_singleton()->get_root()->set_camera_3d_override_perspective(CAMERA_BASE_FOV * cursor.fov_scale, CAMERA_ZNEAR, CAMERA_ZFAR); +} +#endif // _3D_DISABLED #endif diff --git a/scene/debugger/scene_debugger.h b/scene/debugger/scene_debugger.h index 70ea020c66..4429a00edc 100644 --- a/scene/debugger/scene_debugger.h +++ b/scene/debugger/scene_debugger.h @@ -33,19 +33,21 @@ #ifndef SCENE_DEBUGGER_H #define SCENE_DEBUGGER_H -#include "core/object/class_db.h" +#include "core/input/shortcut.h" #include "core/object/ref_counted.h" #include "core/string/ustring.h" #include "core/templates/pair.h" #include "core/variant/array.h" +#include "scene/gui/view_panner.h" +#include "scene/resources/mesh.h" +class PopupMenu; class Script; class Node; class SceneDebugger { -public: private: - static SceneDebugger *singleton; + inline static SceneDebugger *singleton = nullptr; SceneDebugger(); @@ -61,6 +63,7 @@ private: static void _set_node_owner_recursive(Node *p_node, Node *p_owner); static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value); static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20); + static void _next_frame(); public: static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured); @@ -162,11 +165,161 @@ private: live_edit_root = NodePath("/root"); } - static LiveEditor *singleton; + inline static LiveEditor *singleton = nullptr; public: static LiveEditor *get_singleton(); }; + +class RuntimeNodeSelect : public Object { + GDCLASS(RuntimeNodeSelect, Object); + +public: + enum NodeType { + NODE_TYPE_NONE, + NODE_TYPE_2D, + NODE_TYPE_3D, + NODE_TYPE_MAX + }; + + enum SelectMode { + SELECT_MODE_SINGLE, + SELECT_MODE_LIST, + SELECT_MODE_MAX + }; + +private: + friend class SceneDebugger; + + struct SelectResult { + Node *item = nullptr; + real_t order = 0; + _FORCE_INLINE_ bool operator<(const SelectResult &p_rr) const { return p_rr.order < order; } + }; + + bool has_selection = false; + Node *selected_node = nullptr; + PopupMenu *selection_list = nullptr; + bool selection_visible = true; + bool selection_update_queued = false; + + bool camera_override = false; + + // Values taken from EditorZoomWidget. + const float VIEW_2D_MIN_ZOOM = 1.0 / 128; + const float VIEW_2D_MAX_ZOOM = 128; + + Ref<ViewPanner> panner; + Vector2 view_2d_offset; + real_t view_2d_zoom = 1.0; + + RID sbox_2d_canvas; + RID sbox_2d_ci; + Transform2D sbox_2d_xform; + Rect2 sbox_2d_rect; + +#ifndef _3D_DISABLED + struct Cursor { + Vector3 pos; + real_t x_rot, y_rot, distance, fov_scale; + Vector3 eye_pos; // Used in freelook mode. + + Cursor() { + // These rotations place the camera in +X +Y +Z, aka south east, facing north west. + x_rot = 0.5; + y_rot = -0.5; + distance = 4; + fov_scale = 1.0; + } + }; + Cursor cursor; + + // Values taken from Node3DEditor. + const float VIEW_3D_MIN_ZOOM = 0.01; +#ifdef REAL_T_IS_DOUBLE + const double VIEW_3D_MAX_ZOOM = 1'000'000'000'000; +#else + const float VIEW_3D_MAX_ZOOM = 10'000; +#endif + const float CAMERA_ZNEAR = 0.05; + const float CAMERA_ZFAR = 4'000; + + const float CAMERA_BASE_FOV = 75; + const float CAMERA_MIN_FOV_SCALE = 0.1; + const float CAMERA_MAX_FOV_SCALE = 2.5; + + const float FREELOOK_BASE_SPEED = 4; + const float RADS_PER_PIXEL = 0.004; + + bool camera_first_override = true; + bool camera_freelook = false; + + Vector2 previous_mouse_position; + + Ref<ArrayMesh> sbox_3d_mesh; + Ref<ArrayMesh> sbox_3d_mesh_xray; + RID sbox_3d_instance; + RID sbox_3d_instance_ofs; + RID sbox_3d_instance_xray; + RID sbox_3d_instance_xray_ofs; + Transform3D sbox_3d_xform; + AABB sbox_3d_bounds; +#endif + + Point2 selection_position = Point2(INFINITY, INFINITY); + bool list_shortcut_pressed = false; + + NodeType node_select_type = NODE_TYPE_2D; + SelectMode node_select_mode = SELECT_MODE_SINGLE; + + void _setup(); + + void _node_set_type(NodeType p_type); + void _select_set_mode(SelectMode p_mode); + + void _set_camera_override_enabled(bool p_enabled); + + void _root_window_input(const Ref<InputEvent> &p_event); + void _items_popup_index_pressed(int p_index, PopupMenu *p_popup); + void _update_input_state(); + + void _process_frame(); + void _physics_frame(); + + void _click_point(); + void _select_node(Node *p_node); + void _queue_selection_update(); + void _update_selection(); + void _clear_selection(); + void _set_selection_visible(bool p_visible); + + void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); + void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event); + void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event); + void _reset_camera_2d(); + void _update_view_2d(); + +#ifndef _3D_DISABLED + void _find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items); + bool _handle_3d_input(const Ref<InputEvent> &p_event); + void _set_camera_freelook_enabled(bool p_enabled); + void _cursor_scale_distance(real_t p_scale); + void _cursor_look(Ref<InputEventWithModifiers> p_event); + void _cursor_pan(Ref<InputEventWithModifiers> p_event); + void _cursor_orbit(Ref<InputEventWithModifiers> p_event); + Transform3D _get_cursor_transform(); + void _reset_camera_3d(); +#endif + + RuntimeNodeSelect() { singleton = this; } + + inline static RuntimeNodeSelect *singleton = nullptr; + +public: + static RuntimeNodeSelect *get_singleton(); + + ~RuntimeNodeSelect(); +}; #endif #endif // SCENE_DEBUGGER_H |