godot/editor/plugins/game_view_plugin.h
2025-01-22 09:19:29 -06:00

239 lines
7.8 KiB
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/**************************************************************************/
/* 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 EmbeddedProcess;
class VSeparator;
class WindowWrapper;
class ScriptEditorDebugger;
class GameViewDebugger : public EditorDebuggerPlugin {
GDCLASS(GameViewDebugger, EditorDebuggerPlugin);
private:
Vector<Ref<EditorDebuggerSession>> sessions;
bool is_feature_enabled = true;
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_is_feature_enabled(bool p_enabled);
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,
EMBED_RUN_GAME_EMBEDDED,
EMBED_MAKE_FLOATING_ON_PLAY,
};
enum EmbedSizeMode {
SIZE_MODE_FIXED,
SIZE_MODE_KEEP_ASPECT,
SIZE_MODE_STRETCH,
};
enum EmbedAvailability {
EMBED_AVAILABLE,
EMBED_NOT_AVAILABLE_FEATURE_NOT_SUPPORTED,
EMBED_NOT_AVAILABLE_MINIMIZED,
EMBED_NOT_AVAILABLE_MAXIMIZED,
EMBED_NOT_AVAILABLE_FULLSCREEN,
};
inline static GameView *singleton = nullptr;
Ref<GameViewDebugger> debugger;
WindowWrapper *window_wrapper = nullptr;
bool is_feature_enabled = true;
int active_sessions = 0;
int screen_index_before_start = -1;
ScriptEditorDebugger *embedded_script_debugger = nullptr;
bool embed_on_play = true;
bool make_floating_on_play = true;
EmbedSizeMode embed_size_mode = SIZE_MODE_FIXED;
Rect2i floating_window_rect;
int floating_window_screen = -1;
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;
VSeparator *embedding_separator = nullptr;
Button *fixed_size_button = nullptr;
Button *keep_aspect_button = nullptr;
Button *stretch_button = nullptr;
MenuButton *embed_options_menu = nullptr;
Label *game_size_label = nullptr;
Panel *panel = nullptr;
EmbeddedProcess *embedded_process = nullptr;
Label *state_label = 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 _embed_options_menu_menu_id_pressed(int p_id);
void _size_mode_button_pressed(int size_mode);
void _play_pressed();
static void _instance_starting_static(int p_idx, List<String> &r_arguments);
void _instance_starting(int p_idx, List<String> &r_arguments);
void _stop_pressed();
void _embedding_completed();
void _embedding_failed();
void _embedded_process_updated();
void _embedded_process_focused();
void _editor_or_project_settings_changed();
EmbedAvailability _get_embed_available();
void _update_ui();
void _update_embed_menu_options();
void _update_embed_window_size();
void _update_arguments_for_instance(int p_idx, List<String> &r_arguments);
void _show_update_window_wrapper();
void _hide_selection_toggled(bool p_pressed);
void _camera_override_button_toggled(bool p_pressed);
void _camera_override_menu_id_pressed(int p_id);
void _window_close_request();
void _update_floating_window_settings();
void _attach_script_debugger();
void _detach_script_debugger();
void _remote_window_title_changed(String title);
protected:
void _notification(int p_what);
public:
void set_is_feature_enabled(bool p_enabled);
void set_state(const Dictionary &p_state);
Dictionary get_state() const;
void set_window_layout(Ref<ConfigFile> p_layout);
void get_window_layout(Ref<ConfigFile> p_layout);
GameView(Ref<GameViewDebugger> p_debugger, WindowWrapper *p_wrapper);
};
class GameViewPlugin : public EditorPlugin {
GDCLASS(GameViewPlugin, EditorPlugin);
GameView *game_view = nullptr;
WindowWrapper *window_wrapper = nullptr;
Ref<GameViewDebugger> debugger;
String last_editor;
void _feature_profile_changed();
void _window_visibility_changed(bool p_visible);
void _save_last_editor(const String &p_editor);
void _focus_another_editor();
protected:
void _notification(int p_what);
public:
virtual String get_plugin_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 selected_notify() override;
virtual void set_window_layout(Ref<ConfigFile> p_layout) override;
virtual void get_window_layout(Ref<ConfigFile> p_layout) override;
virtual void set_state(const Dictionary &p_state) override;
virtual Dictionary get_state() const override;
GameViewPlugin();
~GameViewPlugin();
};
#endif // GAME_VIEW_PLUGIN_H