godot/editor/editor_data.h
reduz 45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00

306 lines
12 KiB
C++

/*************************************************************************/
/* editor_data.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 EDITOR_DATA_H
#define EDITOR_DATA_H
#include "core/object/undo_redo.h"
#include "core/templates/list.h"
#include "scene/resources/texture.h"
class ConfigFile;
class EditorPlugin;
/**
* Stores the history of objects which have been selected for editing in the Editor & the Inspector.
*
* Used in the editor to set & access the currently edited object, as well as the history of objects which have been edited.
*/
class EditorSelectionHistory {
// Stores the object & property (if relevant).
struct _Object {
Ref<RefCounted> ref;
ObjectID object;
String property;
bool inspector_only = false;
};
// Represents the selection of an object for editing.
struct HistoryElement {
// The sub-resources of the parent object (first in the path) that have been edited.
// For example, Node2D -> nested resource -> nested resource, if edited each individually in their own inspector.
Vector<_Object> path;
// The current point in the path. This is always equal to the last item in the path - it is never decremented.
int level = 0;
};
friend class EditorData;
Vector<HistoryElement> history;
int current_elem_idx; // The current history element being edited.
public:
void cleanup_history();
bool is_at_beginning() const;
bool is_at_end() const;
// Adds an object to the selection history. A property name can be passed if the target is a subresource of the given object.
// If the object should not change the main screen plugin, it can be set as inspector only.
void add_object(ObjectID p_object, const String &p_property = String(), bool p_inspector_only = false);
int get_history_len();
int get_history_pos();
// Gets an object from the history. The most recent object would be the object with p_obj = get_history_len() - 1.
ObjectID get_history_obj(int p_obj) const;
bool is_history_obj_inspector_only(int p_obj) const;
bool next();
bool previous();
ObjectID get_current();
bool is_current_inspector_only() const;
// Gets the size of the path of the current history item.
int get_path_size() const;
// Gets the object of the current history item, if valid.
ObjectID get_path_object(int p_index) const;
// Gets the property of the current history item.
String get_path_property(int p_index) const;
void clear();
EditorSelectionHistory();
};
class EditorSelection;
class EditorData {
public:
struct CustomType {
String name;
Ref<Script> script;
Ref<Texture2D> icon;
};
struct EditedScene {
Node *root = nullptr;
String path;
uint64_t file_modified_time = 0;
Dictionary editor_states;
List<Node *> selection;
Vector<EditorSelectionHistory::HistoryElement> history_stored;
int history_current = 0;
Dictionary custom_state;
uint64_t version = 0;
NodePath live_edit_root;
};
private:
Vector<EditorPlugin *> editor_plugins;
struct PropertyData {
String name;
Variant value;
};
HashMap<String, Vector<CustomType>> custom_types;
List<PropertyData> clipboard;
UndoRedo undo_redo;
Vector<Callable> undo_redo_callbacks;
HashMap<StringName, Callable> move_element_functions;
Vector<EditedScene> edited_scene;
int current_edited_scene;
bool _find_updated_instances(Node *p_root, Node *p_node, HashSet<String> &checked_paths);
HashMap<StringName, String> _script_class_icon_paths;
HashMap<String, StringName> _script_class_file_to_path;
public:
EditorPlugin *get_editor(Object *p_object);
Vector<EditorPlugin *> get_subeditors(Object *p_object);
EditorPlugin *get_editor(String p_name);
void copy_object_params(Object *p_object);
void paste_object_params(Object *p_object);
Dictionary get_editor_states() const;
Dictionary get_scene_editor_states(int p_idx) const;
void set_editor_states(const Dictionary &p_states);
void get_editor_breakpoints(List<String> *p_breakpoints);
void clear_editor_states();
void save_editor_external_data();
void apply_changes_in_editors();
void add_editor_plugin(EditorPlugin *p_plugin);
void remove_editor_plugin(EditorPlugin *p_plugin);
int get_editor_plugin_count() const;
EditorPlugin *get_editor_plugin(int p_idx);
UndoRedo &get_undo_redo();
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)
void remove_undo_redo_inspector_hook_callback(Callable p_callable);
const Vector<Callable> get_undo_redo_inspector_hook_callback();
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)
void remove_move_array_element_function(const StringName &p_class);
Callable get_move_array_element_function(const StringName &p_class) const;
void save_editor_global_states();
void restore_editor_global_states();
void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
Variant instance_custom_type(const String &p_type, const String &p_inherits);
void remove_custom_type(const String &p_type);
const HashMap<String, Vector<CustomType>> &get_custom_types() const { return custom_types; }
void instantiate_object_properties(Object *p_object);
int add_edited_scene(int p_at_pos);
void move_edited_scene_index(int p_idx, int p_to_idx);
void remove_scene(int p_idx);
void set_edited_scene(int p_idx);
void set_edited_scene_root(Node *p_root);
int get_edited_scene() const;
Node *get_edited_scene_root(int p_idx = -1);
int get_edited_scene_count() const;
Vector<EditedScene> get_edited_scenes() const;
String get_scene_title(int p_idx, bool p_always_strip_extension = false) const;
String get_scene_path(int p_idx) const;
String get_scene_type(int p_idx) const;
void set_scene_path(int p_idx, const String &p_path);
Ref<Script> get_scene_root_script(int p_idx) const;
void set_edited_scene_version(uint64_t version, int p_scene_idx = -1);
uint64_t get_scene_version(int p_idx) const;
void set_scene_modified_time(int p_idx, uint64_t p_time);
uint64_t get_scene_modified_time(int p_idx) const;
void clear_edited_scenes();
void set_edited_scene_live_edit_root(const NodePath &p_root);
NodePath get_edited_scene_live_edit_root();
bool check_and_update_scene(int p_idx);
void move_edited_scene_to_index(int p_idx);
bool call_build();
void set_plugin_window_layout(Ref<ConfigFile> p_layout);
void get_plugin_window_layout(Ref<ConfigFile> p_layout);
void save_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history, const Dictionary &p_custom);
Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
void notify_edited_scene_changed();
void notify_resource_saved(const Ref<Resource> &p_resource);
bool script_class_is_parent(const String &p_class, const String &p_inherits);
StringName script_class_get_base(const String &p_class) const;
Variant script_class_instance(const String &p_class);
Ref<Script> script_class_load_script(const String &p_class) const;
StringName script_class_get_name(const String &p_path) const;
void script_class_set_name(const String &p_path, const StringName &p_class);
String script_class_get_icon_path(const String &p_class) const;
void script_class_set_icon_path(const String &p_class, const String &p_icon_path);
void script_class_clear_icon_paths() { _script_class_icon_paths.clear(); }
void script_class_save_icon_paths();
void script_class_load_icon_paths();
EditorData();
};
/**
* Stores and provides access to the nodes currently selected in the editor.
*
* This provides a central location for storing "selected" nodes, as a selection can be triggered from multiple places,
* such as the SceneTreeDock or a main screen editor plugin (e.g. CanvasItemEditor).
*/
class EditorSelection : public Object {
GDCLASS(EditorSelection, Object);
// Contains the selected nodes and corresponding metadata.
// Metadata objects come from calling _get_editor_data on the editor_plugins, passing the selected node.
HashMap<Node *, Object *> selection;
// Tracks whether the selection change signal has been emitted.
// Prevents multiple signals being called in one frame.
bool emitted = false;
bool changed = false;
bool node_list_changed = false;
void _node_removed(Node *p_node);
// Editor plugins which are related to selection.
List<Object *> editor_plugins;
List<Node *> selected_node_list;
void _update_node_list();
Array _get_transformable_selected_nodes();
void _emit_change();
protected:
static void _bind_methods();
public:
void add_node(Node *p_node);
void remove_node(Node *p_node);
bool is_selected(Node *p_node) const;
template <class T>
T *get_node_editor_data(Node *p_node) {
if (!selection.has(p_node)) {
return nullptr;
}
return Object::cast_to<T>(selection[p_node]);
}
// Adds an editor plugin which can provide metadata for selected nodes.
void add_editor_plugin(Object *p_object);
void update();
void clear();
// Returns all the selected nodes.
TypedArray<Node> get_selected_nodes();
// Returns only the top level selected nodes.
// That is, if the selection includes some node and a child of that node, only the parent is returned.
List<Node *> &get_selected_node_list();
// Returns all the selected nodes (list version of "get_selected_nodes").
List<Node *> get_full_selected_node_list();
// Returns the map of selected objects and their metadata.
HashMap<Node *, Object *> &get_selection() { return selection; }
EditorSelection();
~EditorSelection();
};
#endif // EDITOR_DATA_H