editor_data.h 12 KB

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  1. /*************************************************************************/
  2. /* editor_data.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef EDITOR_DATA_H
  31. #define EDITOR_DATA_H
  32. #include "core/object/undo_redo.h"
  33. #include "core/templates/list.h"
  34. #include "scene/resources/texture.h"
  35. class ConfigFile;
  36. class EditorPlugin;
  37. /**
  38. * Stores the history of objects which have been selected for editing in the Editor & the Inspector.
  39. *
  40. * Used in the editor to set & access the currently edited object, as well as the history of objects which have been edited.
  41. */
  42. class EditorSelectionHistory {
  43. // Stores the object & property (if relevant).
  44. struct _Object {
  45. Ref<RefCounted> ref;
  46. ObjectID object;
  47. String property;
  48. bool inspector_only = false;
  49. };
  50. // Represents the selection of an object for editing.
  51. struct HistoryElement {
  52. // The sub-resources of the parent object (first in the path) that have been edited.
  53. // For example, Node2D -> nested resource -> nested resource, if edited each individually in their own inspector.
  54. Vector<_Object> path;
  55. // The current point in the path. This is always equal to the last item in the path - it is never decremented.
  56. int level = 0;
  57. };
  58. friend class EditorData;
  59. Vector<HistoryElement> history;
  60. int current_elem_idx; // The current history element being edited.
  61. public:
  62. void cleanup_history();
  63. bool is_at_beginning() const;
  64. bool is_at_end() const;
  65. // Adds an object to the selection history. A property name can be passed if the target is a subresource of the given object.
  66. // If the object should not change the main screen plugin, it can be set as inspector only.
  67. void add_object(ObjectID p_object, const String &p_property = String(), bool p_inspector_only = false);
  68. int get_history_len();
  69. int get_history_pos();
  70. // Gets an object from the history. The most recent object would be the object with p_obj = get_history_len() - 1.
  71. ObjectID get_history_obj(int p_obj) const;
  72. bool is_history_obj_inspector_only(int p_obj) const;
  73. bool next();
  74. bool previous();
  75. ObjectID get_current();
  76. bool is_current_inspector_only() const;
  77. // Gets the size of the path of the current history item.
  78. int get_path_size() const;
  79. // Gets the object of the current history item, if valid.
  80. ObjectID get_path_object(int p_index) const;
  81. // Gets the property of the current history item.
  82. String get_path_property(int p_index) const;
  83. void clear();
  84. EditorSelectionHistory();
  85. };
  86. class EditorSelection;
  87. class EditorData {
  88. public:
  89. struct CustomType {
  90. String name;
  91. Ref<Script> script;
  92. Ref<Texture2D> icon;
  93. };
  94. struct EditedScene {
  95. Node *root = nullptr;
  96. String path;
  97. uint64_t file_modified_time = 0;
  98. Dictionary editor_states;
  99. List<Node *> selection;
  100. Vector<EditorSelectionHistory::HistoryElement> history_stored;
  101. int history_current = 0;
  102. Dictionary custom_state;
  103. uint64_t version = 0;
  104. NodePath live_edit_root;
  105. };
  106. private:
  107. Vector<EditorPlugin *> editor_plugins;
  108. struct PropertyData {
  109. String name;
  110. Variant value;
  111. };
  112. Map<String, Vector<CustomType>> custom_types;
  113. List<PropertyData> clipboard;
  114. UndoRedo undo_redo;
  115. Vector<Callable> undo_redo_callbacks;
  116. Map<StringName, Callable> move_element_functions;
  117. Vector<EditedScene> edited_scene;
  118. int current_edited_scene;
  119. bool _find_updated_instances(Node *p_root, Node *p_node, Set<String> &checked_paths);
  120. HashMap<StringName, String> _script_class_icon_paths;
  121. HashMap<String, StringName> _script_class_file_to_path;
  122. public:
  123. EditorPlugin *get_editor(Object *p_object);
  124. Vector<EditorPlugin *> get_subeditors(Object *p_object);
  125. EditorPlugin *get_editor(String p_name);
  126. void copy_object_params(Object *p_object);
  127. void paste_object_params(Object *p_object);
  128. Dictionary get_editor_states() const;
  129. Dictionary get_scene_editor_states(int p_idx) const;
  130. void set_editor_states(const Dictionary &p_states);
  131. void get_editor_breakpoints(List<String> *p_breakpoints);
  132. void clear_editor_states();
  133. void save_editor_external_data();
  134. void apply_changes_in_editors();
  135. void add_editor_plugin(EditorPlugin *p_plugin);
  136. void remove_editor_plugin(EditorPlugin *p_plugin);
  137. int get_editor_plugin_count() const;
  138. EditorPlugin *get_editor_plugin(int p_idx);
  139. UndoRedo &get_undo_redo();
  140. void add_undo_redo_inspector_hook_callback(Callable p_callable); // Callbacks should have this signature: void (Object* undo_redo, Object *modified_object, String property, Variant new_value)
  141. void remove_undo_redo_inspector_hook_callback(Callable p_callable);
  142. const Vector<Callable> get_undo_redo_inspector_hook_callback();
  143. void add_move_array_element_function(const StringName &p_class, Callable p_callable); // Function should have this signature: void (Object* undo_redo, Object *modified_object, String array_prefix, int element_index, int new_position)
  144. void remove_move_array_element_function(const StringName &p_class);
  145. Callable get_move_array_element_function(const StringName &p_class) const;
  146. void save_editor_global_states();
  147. void restore_editor_global_states();
  148. void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
  149. Variant instance_custom_type(const String &p_type, const String &p_inherits);
  150. void remove_custom_type(const String &p_type);
  151. const Map<String, Vector<CustomType>> &get_custom_types() const { return custom_types; }
  152. void instantiate_object_properties(Object *p_object);
  153. int add_edited_scene(int p_at_pos);
  154. void move_edited_scene_index(int p_idx, int p_to_idx);
  155. void remove_scene(int p_idx);
  156. void set_edited_scene(int p_idx);
  157. void set_edited_scene_root(Node *p_root);
  158. int get_edited_scene() const;
  159. Node *get_edited_scene_root(int p_idx = -1);
  160. int get_edited_scene_count() const;
  161. Vector<EditedScene> get_edited_scenes() const;
  162. String get_scene_title(int p_idx, bool p_always_strip_extension = false) const;
  163. String get_scene_path(int p_idx) const;
  164. String get_scene_type(int p_idx) const;
  165. void set_scene_path(int p_idx, const String &p_path);
  166. Ref<Script> get_scene_root_script(int p_idx) const;
  167. void set_edited_scene_version(uint64_t version, int p_scene_idx = -1);
  168. uint64_t get_scene_version(int p_idx) const;
  169. void set_scene_modified_time(int p_idx, uint64_t p_time);
  170. uint64_t get_scene_modified_time(int p_idx) const;
  171. void clear_edited_scenes();
  172. void set_edited_scene_live_edit_root(const NodePath &p_root);
  173. NodePath get_edited_scene_live_edit_root();
  174. bool check_and_update_scene(int p_idx);
  175. void move_edited_scene_to_index(int p_idx);
  176. bool call_build();
  177. void set_plugin_window_layout(Ref<ConfigFile> p_layout);
  178. void get_plugin_window_layout(Ref<ConfigFile> p_layout);
  179. void save_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history, const Dictionary &p_custom);
  180. Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
  181. void notify_edited_scene_changed();
  182. void notify_resource_saved(const Ref<Resource> &p_resource);
  183. bool script_class_is_parent(const String &p_class, const String &p_inherits);
  184. StringName script_class_get_base(const String &p_class) const;
  185. Variant script_class_instance(const String &p_class);
  186. Ref<Script> script_class_load_script(const String &p_class) const;
  187. StringName script_class_get_name(const String &p_path) const;
  188. void script_class_set_name(const String &p_path, const StringName &p_class);
  189. String script_class_get_icon_path(const String &p_class) const;
  190. void script_class_set_icon_path(const String &p_class, const String &p_icon_path);
  191. void script_class_clear_icon_paths() { _script_class_icon_paths.clear(); }
  192. void script_class_save_icon_paths();
  193. void script_class_load_icon_paths();
  194. EditorData();
  195. };
  196. /**
  197. * Stores and provides access to the nodes currently selected in the editor.
  198. *
  199. * This provides a central location for storing "selected" nodes, as a selection can be triggered from multiple places,
  200. * such as the SceneTreeDock or a main screen editor plugin (e.g. CanvasItemEditor).
  201. */
  202. class EditorSelection : public Object {
  203. GDCLASS(EditorSelection, Object);
  204. // Contains the selected nodes and corresponding metadata.
  205. // Metadata objects come from calling _get_editor_data on the editor_plugins, passing the selected node.
  206. Map<Node *, Object *> selection;
  207. // Tracks whether the selection change signal has been emitted.
  208. // Prevents multiple signals being called in one frame.
  209. bool emitted = false;
  210. bool changed = false;
  211. bool node_list_changed = false;
  212. void _node_removed(Node *p_node);
  213. // Editor plugins which are related to selection.
  214. List<Object *> editor_plugins;
  215. List<Node *> selected_node_list;
  216. void _update_node_list();
  217. Array _get_transformable_selected_nodes();
  218. void _emit_change();
  219. protected:
  220. static void _bind_methods();
  221. public:
  222. void add_node(Node *p_node);
  223. void remove_node(Node *p_node);
  224. bool is_selected(Node *p_node) const;
  225. template <class T>
  226. T *get_node_editor_data(Node *p_node) {
  227. if (!selection.has(p_node)) {
  228. return nullptr;
  229. }
  230. return Object::cast_to<T>(selection[p_node]);
  231. }
  232. // Adds an editor plugin which can provide metadata for selected nodes.
  233. void add_editor_plugin(Object *p_object);
  234. void update();
  235. void clear();
  236. // Returns all the selected nodes.
  237. TypedArray<Node> get_selected_nodes();
  238. // Returns only the top level selected nodes.
  239. // That is, if the selection includes some node and a child of that node, only the parent is returned.
  240. List<Node *> &get_selected_node_list();
  241. // Returns all the selected nodes (list version of "get_selected_nodes").
  242. List<Node *> get_full_selected_node_list();
  243. // Returns the map of selected objects and their metadata.
  244. Map<Node *, Object *> &get_selection() { return selection; }
  245. EditorSelection();
  246. ~EditorSelection();
  247. };
  248. #endif // EDITOR_DATA_H