godot/editor/editor_interface.cpp

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/**************************************************************************/
/* editor_interface.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "editor_interface.h"
#include "editor/editor_command_palette.h"
#include "editor/editor_node.h"
#include "editor/editor_paths.h"
#include "editor/editor_resource_preview.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "editor/filesystem_dock.h"
#include "editor/gui/editor_run_bar.h"
#include "editor/inspector_dock.h"
#include "main/main.h"
#include "scene/gui/box_container.h"
#include "scene/gui/control.h"
EditorInterface *EditorInterface::singleton = nullptr;
void EditorInterface::restart_editor(bool p_save) {
if (p_save) {
EditorNode::get_singleton()->save_all_scenes();
}
EditorNode::get_singleton()->restart_editor();
}
// Editor tools.
EditorCommandPalette *EditorInterface::get_command_palette() const {
return EditorCommandPalette::get_singleton();
}
EditorFileSystem *EditorInterface::get_resource_file_system() const {
return EditorFileSystem::get_singleton();
}
EditorPaths *EditorInterface::get_editor_paths() const {
return EditorPaths::get_singleton();
}
EditorResourcePreview *EditorInterface::get_resource_previewer() const {
return EditorResourcePreview::get_singleton();
}
EditorSelection *EditorInterface::get_selection() const {
return EditorNode::get_singleton()->get_editor_selection();
}
Ref<EditorSettings> EditorInterface::get_editor_settings() const {
return EditorSettings::get_singleton();
}
TypedArray<Texture2D> EditorInterface::_make_mesh_previews(const TypedArray<Mesh> &p_meshes, int p_preview_size) {
Vector<Ref<Mesh>> meshes;
for (int i = 0; i < p_meshes.size(); i++) {
meshes.push_back(p_meshes[i]);
}
Vector<Ref<Texture2D>> textures = make_mesh_previews(meshes, nullptr, p_preview_size);
TypedArray<Texture2D> ret;
for (int i = 0; i < textures.size(); i++) {
ret.push_back(textures[i]);
}
return ret;
}
Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh>> &p_meshes, Vector<Transform3D> *p_transforms, int p_preview_size) {
int size = p_preview_size;
RID scenario = RS::get_singleton()->scenario_create();
RID viewport = RS::get_singleton()->viewport_create();
RS::get_singleton()->viewport_set_update_mode(viewport, RS::VIEWPORT_UPDATE_ALWAYS);
RS::get_singleton()->viewport_set_scenario(viewport, scenario);
RS::get_singleton()->viewport_set_size(viewport, size, size);
RS::get_singleton()->viewport_set_transparent_background(viewport, true);
RS::get_singleton()->viewport_set_active(viewport, true);
RID viewport_texture = RS::get_singleton()->viewport_get_texture(viewport);
RID camera = RS::get_singleton()->camera_create();
RS::get_singleton()->viewport_attach_camera(viewport, camera);
RID light = RS::get_singleton()->directional_light_create();
RID light_instance = RS::get_singleton()->instance_create2(light, scenario);
RID light2 = RS::get_singleton()->directional_light_create();
RS::get_singleton()->light_set_color(light2, Color(0.7, 0.7, 0.7));
RID light_instance2 = RS::get_singleton()->instance_create2(light2, scenario);
EditorProgress ep("mlib", TTR("Creating Mesh Previews"), p_meshes.size());
Vector<Ref<Texture2D>> textures;
for (int i = 0; i < p_meshes.size(); i++) {
Ref<Mesh> mesh = p_meshes[i];
if (!mesh.is_valid()) {
textures.push_back(Ref<Texture2D>());
continue;
}
Transform3D mesh_xform;
if (p_transforms != nullptr) {
mesh_xform = (*p_transforms)[i];
}
RID inst = RS::get_singleton()->instance_create2(mesh->get_rid(), scenario);
RS::get_singleton()->instance_set_transform(inst, mesh_xform);
AABB aabb = mesh->get_aabb();
Vector3 ofs = aabb.get_center();
aabb.position -= ofs;
Transform3D xform;
xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math_PI / 6);
xform.basis = Basis().rotated(Vector3(1, 0, 0), Math_PI / 6) * xform.basis;
AABB rot_aabb = xform.xform(aabb);
float m = MAX(rot_aabb.size.x, rot_aabb.size.y) * 0.5;
if (m == 0) {
textures.push_back(Ref<Texture2D>());
continue;
}
xform.origin = -xform.basis.xform(ofs); //-ofs*m;
xform.origin.z -= rot_aabb.size.z * 2;
xform.invert();
xform = mesh_xform * xform;
RS::get_singleton()->camera_set_transform(camera, xform * Transform3D(Basis(), Vector3(0, 0, 3)));
RS::get_singleton()->camera_set_orthogonal(camera, m * 2, 0.01, 1000.0);
RS::get_singleton()->instance_set_transform(light_instance, xform * Transform3D().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
RS::get_singleton()->instance_set_transform(light_instance2, xform * Transform3D().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
ep.step(TTR("Thumbnail..."), i);
DisplayServer::get_singleton()->process_events();
Main::iteration();
Main::iteration();
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
ERR_CONTINUE(!img.is_valid() || img->is_empty());
Ref<ImageTexture> it = ImageTexture::create_from_image(img);
RS::get_singleton()->free(inst);
textures.push_back(it);
}
RS::get_singleton()->free(viewport);
RS::get_singleton()->free(light);
RS::get_singleton()->free(light_instance);
RS::get_singleton()->free(light2);
RS::get_singleton()->free(light_instance2);
RS::get_singleton()->free(camera);
RS::get_singleton()->free(scenario);
return textures;
}
void EditorInterface::set_plugin_enabled(const String &p_plugin, bool p_enabled) {
EditorNode::get_singleton()->set_addon_plugin_enabled(p_plugin, p_enabled, true);
}
bool EditorInterface::is_plugin_enabled(const String &p_plugin) const {
return EditorNode::get_singleton()->is_addon_plugin_enabled(p_plugin);
}
// Editor GUI.
Control *EditorInterface::get_base_control() const {
return EditorNode::get_singleton()->get_gui_base();
}
VBoxContainer *EditorInterface::get_editor_main_screen() const {
return EditorNode::get_singleton()->get_main_screen_control();
}
ScriptEditor *EditorInterface::get_script_editor() const {
return ScriptEditor::get_singleton();
}
void EditorInterface::set_main_screen_editor(const String &p_name) {
EditorNode::get_singleton()->select_editor_by_name(p_name);
}
void EditorInterface::set_distraction_free_mode(bool p_enter) {
EditorNode::get_singleton()->set_distraction_free_mode(p_enter);
}
bool EditorInterface::is_distraction_free_mode_enabled() const {
return EditorNode::get_singleton()->is_distraction_free_mode_enabled();
}
float EditorInterface::get_editor_scale() const {
return EDSCALE;
}
// Editor docks.
FileSystemDock *EditorInterface::get_file_system_dock() const {
return FileSystemDock::get_singleton();
}
void EditorInterface::select_file(const String &p_file) {
FileSystemDock::get_singleton()->select_file(p_file);
}
Vector<String> EditorInterface::get_selected_paths() const {
return FileSystemDock::get_singleton()->get_selected_paths();
}
String EditorInterface::get_current_path() const {
return FileSystemDock::get_singleton()->get_current_path();
}
String EditorInterface::get_current_directory() const {
return FileSystemDock::get_singleton()->get_current_directory();
}
EditorInspector *EditorInterface::get_inspector() const {
return InspectorDock::get_inspector_singleton();
}
// Object/Resource/Node editing.
void EditorInterface::inspect_object(Object *p_obj, const String &p_for_property, bool p_inspector_only) {
EditorNode::get_singleton()->push_item(p_obj, p_for_property, p_inspector_only);
}
void EditorInterface::edit_resource(const Ref<Resource> &p_resource) {
EditorNode::get_singleton()->edit_resource(p_resource);
}
void EditorInterface::edit_node(Node *p_node) {
EditorNode::get_singleton()->edit_node(p_node);
}
void EditorInterface::edit_script(const Ref<Script> &p_script, int p_line, int p_col, bool p_grab_focus) {
ScriptEditor::get_singleton()->edit(p_script, p_line, p_col, p_grab_focus);
}
void EditorInterface::open_scene_from_path(const String &scene_path) {
if (EditorNode::get_singleton()->is_changing_scene()) {
return;
}
EditorNode::get_singleton()->open_request(scene_path);
}
void EditorInterface::reload_scene_from_path(const String &scene_path) {
if (EditorNode::get_singleton()->is_changing_scene()) {
return;
}
EditorNode::get_singleton()->reload_scene(scene_path);
}
Node *EditorInterface::get_edited_scene_root() const {
return EditorNode::get_singleton()->get_edited_scene();
}
PackedStringArray EditorInterface::get_open_scenes() const {
PackedStringArray ret;
Vector<EditorData::EditedScene> scenes = EditorNode::get_editor_data().get_edited_scenes();
int scns_amount = scenes.size();
for (int idx_scn = 0; idx_scn < scns_amount; idx_scn++) {
if (scenes[idx_scn].root == nullptr) {
continue;
}
ret.push_back(scenes[idx_scn].root->get_scene_file_path());
}
return ret;
}
Error EditorInterface::save_scene() {
if (!get_edited_scene_root()) {
return ERR_CANT_CREATE;
}
if (get_edited_scene_root()->get_scene_file_path().is_empty()) {
return ERR_CANT_CREATE;
}
save_scene_as(get_edited_scene_root()->get_scene_file_path());
return OK;
}
void EditorInterface::save_scene_as(const String &p_scene, bool p_with_preview) {
EditorNode::get_singleton()->save_scene_to_path(p_scene, p_with_preview);
}
// Scene playback.
void EditorInterface::play_main_scene() {
EditorRunBar::get_singleton()->play_main_scene();
}
void EditorInterface::play_current_scene() {
EditorRunBar::get_singleton()->play_current_scene();
}
void EditorInterface::play_custom_scene(const String &scene_path) {
EditorRunBar::get_singleton()->play_custom_scene(scene_path);
}
void EditorInterface::stop_playing_scene() {
EditorRunBar::get_singleton()->stop_playing();
}
bool EditorInterface::is_playing_scene() const {
return EditorRunBar::get_singleton()->is_playing();
}
String EditorInterface::get_playing_scene() const {
return EditorRunBar::get_singleton()->get_playing_scene();
}
void EditorInterface::set_movie_maker_enabled(bool p_enabled) {
EditorRunBar::get_singleton()->set_movie_maker_enabled(p_enabled);
}
bool EditorInterface::is_movie_maker_enabled() const {
return EditorRunBar::get_singleton()->is_movie_maker_enabled();
}
// Base.
void EditorInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("restart_editor", "save"), &EditorInterface::restart_editor, DEFVAL(true));
// Editor tools.
ClassDB::bind_method(D_METHOD("get_command_palette"), &EditorInterface::get_command_palette);
ClassDB::bind_method(D_METHOD("get_resource_filesystem"), &EditorInterface::get_resource_file_system);
ClassDB::bind_method(D_METHOD("get_editor_paths"), &EditorInterface::get_editor_paths);
ClassDB::bind_method(D_METHOD("get_resource_previewer"), &EditorInterface::get_resource_previewer);
ClassDB::bind_method(D_METHOD("get_selection"), &EditorInterface::get_selection);
ClassDB::bind_method(D_METHOD("get_editor_settings"), &EditorInterface::get_editor_settings);
ClassDB::bind_method(D_METHOD("make_mesh_previews", "meshes", "preview_size"), &EditorInterface::_make_mesh_previews);
ClassDB::bind_method(D_METHOD("set_plugin_enabled", "plugin", "enabled"), &EditorInterface::set_plugin_enabled);
ClassDB::bind_method(D_METHOD("is_plugin_enabled", "plugin"), &EditorInterface::is_plugin_enabled);
// Editor GUI.
ClassDB::bind_method(D_METHOD("get_base_control"), &EditorInterface::get_base_control);
ClassDB::bind_method(D_METHOD("get_editor_main_screen"), &EditorInterface::get_editor_main_screen);
ClassDB::bind_method(D_METHOD("get_script_editor"), &EditorInterface::get_script_editor);
ClassDB::bind_method(D_METHOD("set_main_screen_editor", "name"), &EditorInterface::set_main_screen_editor);
ClassDB::bind_method(D_METHOD("set_distraction_free_mode", "enter"), &EditorInterface::set_distraction_free_mode);
ClassDB::bind_method(D_METHOD("is_distraction_free_mode_enabled"), &EditorInterface::is_distraction_free_mode_enabled);
ClassDB::bind_method(D_METHOD("get_editor_scale"), &EditorInterface::get_editor_scale);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distraction_free_mode"), "set_distraction_free_mode", "is_distraction_free_mode_enabled");
// Editor docks.
ClassDB::bind_method(D_METHOD("get_file_system_dock"), &EditorInterface::get_file_system_dock);
ClassDB::bind_method(D_METHOD("select_file", "file"), &EditorInterface::select_file);
ClassDB::bind_method(D_METHOD("get_selected_paths"), &EditorInterface::get_selected_paths);
ClassDB::bind_method(D_METHOD("get_current_path"), &EditorInterface::get_current_path);
ClassDB::bind_method(D_METHOD("get_current_directory"), &EditorInterface::get_current_directory);
ClassDB::bind_method(D_METHOD("get_inspector"), &EditorInterface::get_inspector);
// Object/Resource/Node editing.
ClassDB::bind_method(D_METHOD("inspect_object", "object", "for_property", "inspector_only"), &EditorInterface::inspect_object, DEFVAL(String()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("edit_resource", "resource"), &EditorInterface::edit_resource);
ClassDB::bind_method(D_METHOD("edit_node", "node"), &EditorInterface::edit_node);
ClassDB::bind_method(D_METHOD("edit_script", "script", "line", "column", "grab_focus"), &EditorInterface::edit_script, DEFVAL(-1), DEFVAL(0), DEFVAL(true));
ClassDB::bind_method(D_METHOD("open_scene_from_path", "scene_filepath"), &EditorInterface::open_scene_from_path);
ClassDB::bind_method(D_METHOD("reload_scene_from_path", "scene_filepath"), &EditorInterface::reload_scene_from_path);
ClassDB::bind_method(D_METHOD("get_open_scenes"), &EditorInterface::get_open_scenes);
ClassDB::bind_method(D_METHOD("get_edited_scene_root"), &EditorInterface::get_edited_scene_root);
ClassDB::bind_method(D_METHOD("save_scene"), &EditorInterface::save_scene);
ClassDB::bind_method(D_METHOD("save_scene_as", "path", "with_preview"), &EditorInterface::save_scene_as, DEFVAL(true));
// Scene playback.
ClassDB::bind_method(D_METHOD("play_main_scene"), &EditorInterface::play_main_scene);
ClassDB::bind_method(D_METHOD("play_current_scene"), &EditorInterface::play_current_scene);
ClassDB::bind_method(D_METHOD("play_custom_scene", "scene_filepath"), &EditorInterface::play_custom_scene);
ClassDB::bind_method(D_METHOD("stop_playing_scene"), &EditorInterface::stop_playing_scene);
ClassDB::bind_method(D_METHOD("is_playing_scene"), &EditorInterface::is_playing_scene);
ClassDB::bind_method(D_METHOD("get_playing_scene"), &EditorInterface::get_playing_scene);
ClassDB::bind_method(D_METHOD("set_movie_maker_enabled", "enabled"), &EditorInterface::set_movie_maker_enabled);
ClassDB::bind_method(D_METHOD("is_movie_maker_enabled"), &EditorInterface::is_movie_maker_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "movie_maker_enabled"), "set_movie_maker_enabled", "is_movie_maker_enabled");
}
void EditorInterface::create() {
memnew(EditorInterface);
}
void EditorInterface::free() {
ERR_FAIL_COND(singleton == nullptr);
memdelete(singleton);
}
EditorInterface::EditorInterface() {
ERR_FAIL_COND(singleton != nullptr);
singleton = this;
}