| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152 |
- /**************************************************************************/
- /* game_view_plugin.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef GAME_VIEW_PLUGIN_H
- #define GAME_VIEW_PLUGIN_H
- #include "editor/debugger/editor_debugger_node.h"
- #include "editor/plugins/editor_debugger_plugin.h"
- #include "editor/plugins/editor_plugin.h"
- #include "scene/debugger/scene_debugger.h"
- #include "scene/gui/box_container.h"
- class GameViewDebugger : public EditorDebuggerPlugin {
- GDCLASS(GameViewDebugger, EditorDebuggerPlugin);
- private:
- Vector<Ref<EditorDebuggerSession>> sessions;
- int node_type = RuntimeNodeSelect::NODE_TYPE_NONE;
- bool selection_visible = true;
- int select_mode = RuntimeNodeSelect::SELECT_MODE_SINGLE;
- EditorDebuggerNode::CameraOverride camera_override_mode = EditorDebuggerNode::OVERRIDE_INGAME;
- void _session_started(Ref<EditorDebuggerSession> p_session);
- void _session_stopped();
- protected:
- static void _bind_methods();
- public:
- void set_suspend(bool p_enabled);
- void next_frame();
- void set_node_type(int p_type);
- void set_select_mode(int p_mode);
- void set_selection_visible(bool p_visible);
- void set_camera_override(bool p_enabled);
- void set_camera_manipulate_mode(EditorDebuggerNode::CameraOverride p_mode);
- void reset_camera_2d_position();
- void reset_camera_3d_position();
- virtual void setup_session(int p_session_id) override;
- GameViewDebugger() {}
- };
- class GameView : public VBoxContainer {
- GDCLASS(GameView, VBoxContainer);
- enum {
- CAMERA_RESET_2D,
- CAMERA_RESET_3D,
- CAMERA_MODE_INGAME,
- CAMERA_MODE_EDITORS,
- };
- Ref<GameViewDebugger> debugger;
- int active_sessions = 0;
- Button *suspend_button = nullptr;
- Button *next_frame_button = nullptr;
- Button *node_type_button[RuntimeNodeSelect::NODE_TYPE_MAX];
- Button *select_mode_button[RuntimeNodeSelect::SELECT_MODE_MAX];
- Button *hide_selection = nullptr;
- Button *camera_override_button = nullptr;
- MenuButton *camera_override_menu = nullptr;
- Panel *panel = nullptr;
- void _sessions_changed();
- void _update_debugger_buttons();
- void _suspend_button_toggled(bool p_pressed);
- void _node_type_pressed(int p_option);
- void _select_mode_pressed(int p_option);
- void _hide_selection_toggled(bool p_pressed);
- void _camera_override_button_toggled(bool p_pressed);
- void _camera_override_menu_id_pressed(int p_id);
- protected:
- void _notification(int p_what);
- public:
- void set_state(const Dictionary &p_state);
- Dictionary get_state() const;
- GameView(Ref<GameViewDebugger> p_debugger);
- };
- class GameViewPlugin : public EditorPlugin {
- GDCLASS(GameViewPlugin, EditorPlugin);
- GameView *game_view = nullptr;
- Ref<GameViewDebugger> debugger;
- protected:
- void _notification(int p_what);
- public:
- virtual String get_name() const override { return "Game"; }
- bool has_main_screen() const override { return true; }
- 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;
- virtual void set_state(const Dictionary &p_state) override;
- virtual Dictionary get_state() const override;
- GameViewPlugin();
- ~GameViewPlugin();
- };
- #endif // GAME_VIEW_PLUGIN_H
|