/**************************************************************************/ /* 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_feature_profile.h" #include "editor/editor_node.h" #include "editor/editor_paths.h" #include "editor/editor_resource_preview.h" #include "editor/editor_settings.h" #include "editor/editor_undo_redo_manager.h" #include "editor/filesystem_dock.h" #include "editor/gui/editor_run_bar.h" #include "editor/gui/scene_tree_editor.h" #include "editor/inspector_dock.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "editor/property_selector.h" #include "editor/themes/editor_scale.h" #include "main/main.h" #include "scene/gui/box_container.h" #include "scene/gui/control.h" #include "scene/main/window.h" #include "scene/resources/theme.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 EditorInterface::get_editor_settings() const { return EditorSettings::get_singleton(); } TypedArray EditorInterface::_make_mesh_previews(const TypedArray &p_meshes, int p_preview_size) { Vector> meshes; for (int i = 0; i < p_meshes.size(); i++) { meshes.push_back(p_meshes[i]); } Vector> textures = make_mesh_previews(meshes, nullptr, p_preview_size); TypedArray ret; for (int i = 0; i < textures.size(); i++) { ret.push_back(textures[i]); } return ret; } Vector> EditorInterface::make_mesh_previews(const Vector> &p_meshes, Vector *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> textures; for (int i = 0; i < p_meshes.size(); i++) { const Ref &mesh = p_meshes[i]; if (!mesh.is_valid()) { textures.push_back(Ref()); 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()); 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 img = RS::get_singleton()->texture_2d_get(viewport_texture); ERR_CONTINUE(!img.is_valid() || img->is_empty()); Ref 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. Ref EditorInterface::get_editor_theme() const { return EditorNode::get_singleton()->get_editor_theme(); } 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(); } SubViewport *EditorInterface::get_editor_viewport_2d() const { return EditorNode::get_singleton()->get_scene_root(); } SubViewport *EditorInterface::get_editor_viewport_3d(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, static_cast(Node3DEditor::VIEWPORTS_COUNT), nullptr); return Node3DEditor::get_singleton()->get_editor_viewport(p_idx)->get_viewport_node(); } 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(); } bool EditorInterface::is_multi_window_enabled() const { return EditorNode::get_singleton()->is_multi_window_enabled(); } float EditorInterface::get_editor_scale() const { return EDSCALE; } void EditorInterface::popup_dialog(Window *p_dialog, const Rect2i &p_screen_rect) { p_dialog->popup_exclusive(EditorNode::get_singleton(), p_screen_rect); } void EditorInterface::popup_dialog_centered(Window *p_dialog, const Size2i &p_minsize) { p_dialog->popup_exclusive_centered(EditorNode::get_singleton(), p_minsize); } void EditorInterface::popup_dialog_centered_ratio(Window *p_dialog, float p_ratio) { p_dialog->popup_exclusive_centered_ratio(EditorNode::get_singleton(), p_ratio); } void EditorInterface::popup_dialog_centered_clamped(Window *p_dialog, const Size2i &p_size, float p_fallback_ratio) { p_dialog->popup_exclusive_centered_clamped(EditorNode::get_singleton(), p_size, p_fallback_ratio); } String EditorInterface::get_current_feature_profile() const { return EditorFeatureProfileManager::get_singleton()->get_current_profile_name(); } void EditorInterface::set_current_feature_profile(const String &p_profile_name) { EditorFeatureProfileManager::get_singleton()->set_current_profile(p_profile_name, true); } // Editor dialogs. void EditorInterface::popup_node_selector(const Callable &p_callback, const TypedArray &p_valid_types) { // TODO: Should reuse dialog instance instead of creating a fresh one, but need to rework set_valid_types first. if (node_selector) { node_selector->disconnect(SNAME("selected"), callable_mp(this, &EditorInterface::_node_selected).bind(p_callback)); node_selector->disconnect(SNAME("canceled"), callable_mp(this, &EditorInterface::_node_selection_canceled).bind(p_callback)); get_base_control()->remove_child(node_selector); node_selector->queue_free(); } node_selector = memnew(SceneTreeDialog); Vector valid_types; int length = p_valid_types.size(); valid_types.resize(length); for (int i = 0; i < length; i++) { valid_types.write[i] = p_valid_types[i]; } node_selector->set_valid_types(valid_types); get_base_control()->add_child(node_selector); node_selector->popup_scenetree_dialog(); const Callable selected_callback = callable_mp(this, &EditorInterface::_node_selected).bind(p_callback); node_selector->connect(SNAME("selected"), selected_callback, CONNECT_DEFERRED); const Callable canceled_callback = callable_mp(this, &EditorInterface::_node_selection_canceled).bind(p_callback); node_selector->connect(SNAME("canceled"), canceled_callback, CONNECT_DEFERRED); } void EditorInterface::popup_property_selector(Object *p_object, const Callable &p_callback, const PackedInt32Array &p_type_filter) { // TODO: Should reuse dialog instance instead of creating a fresh one, but need to rework set_type_filter first. if (property_selector) { property_selector->disconnect(SNAME("selected"), callable_mp(this, &EditorInterface::_property_selected).bind(p_callback)); property_selector->disconnect(SNAME("canceled"), callable_mp(this, &EditorInterface::_property_selection_canceled).bind(p_callback)); get_base_control()->remove_child(property_selector); property_selector->queue_free(); } property_selector = memnew(PropertySelector); Vector type_filter; int length = p_type_filter.size(); type_filter.resize(length); for (int i = 0; i < length; i++) { type_filter.write[i] = (Variant::Type)p_type_filter[i]; } property_selector->set_type_filter(type_filter); get_base_control()->add_child(property_selector); property_selector->select_property_from_instance(p_object); const Callable selected_callback = callable_mp(this, &EditorInterface::_property_selected).bind(p_callback); property_selector->connect(SNAME("selected"), selected_callback, CONNECT_DEFERRED); const Callable canceled_callback = callable_mp(this, &EditorInterface::_property_selection_canceled).bind(p_callback); property_selector->connect(SNAME("canceled"), canceled_callback, CONNECT_DEFERRED); } void EditorInterface::_node_selected(const NodePath &p_node_path, const Callable &p_callback) { const NodePath path = get_edited_scene_root()->get_path().rel_path_to(p_node_path); _call_dialog_callback(p_callback, path, "node selected"); } void EditorInterface::_node_selection_canceled(const Callable &p_callback) { _call_dialog_callback(p_callback, NodePath(), "node selection canceled"); } void EditorInterface::_property_selected(const String &p_property_name, const Callable &p_callback) { _call_dialog_callback(p_callback, NodePath(p_property_name).get_as_property_path(), "property selected"); } void EditorInterface::_property_selection_canceled(const Callable &p_callback) { _call_dialog_callback(p_callback, NodePath(), "property selection canceled"); } void EditorInterface::_call_dialog_callback(const Callable &p_callback, const Variant &p_selected, const String &p_context) { Callable::CallError ce; Variant ret; const Variant *args[1] = { &p_selected }; p_callback.callp(args, 1, ret, ce); if (ce.error != Callable::CallError::CALL_OK) { ERR_PRINT(vformat("Error calling %s callback: %s", p_context, Variant::get_callable_error_text(p_callback, args, 1, ce))); } } // 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 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 &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