/**************************************************************************/ /* 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/editor_main_screen.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> 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 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, EMBED_NOT_AVAILABLE_SINGLE_WINDOW_MODE, EMBED_NOT_AVAILABLE_PROJECT_DISPLAY_DRIVER, }; inline static GameView *singleton = nullptr; Ref 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; bool paused = false; Size2 size_paused; 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 &r_arguments); void _instance_starting(int p_idx, List &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 &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); void _debugger_breaked(bool p_breaked, bool p_can_debug); 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 p_layout); void get_window_layout(Ref p_layout); GameView(Ref p_debugger, WindowWrapper *p_wrapper); }; class GameViewPlugin : public EditorPlugin { GDCLASS(GameViewPlugin, EditorPlugin); #ifndef ANDROID_ENABLED GameView *game_view = nullptr; WindowWrapper *window_wrapper = nullptr; #endif Ref debugger; String last_editor; void _feature_profile_changed(); #ifndef ANDROID_ENABLED void _window_visibility_changed(bool p_visible); #endif void _save_last_editor(const String &p_editor); void _focus_another_editor(); bool _is_window_wrapper_enabled() const; 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 selected_notify() override; Ref get_debugger() const { return debugger; } #ifndef ANDROID_ENABLED virtual void make_visible(bool p_visible) override; virtual void set_window_layout(Ref p_layout) override; virtual void get_window_layout(Ref p_layout) override; virtual void set_state(const Dictionary &p_state) override; virtual Dictionary get_state() const override; #endif GameViewPlugin(); ~GameViewPlugin(); }; #endif // GAME_VIEW_PLUGIN_H