/**************************************************************************/ /* scene_debugger.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. */ /**************************************************************************/ #pragma once #include "core/input/shortcut.h" #include "core/object/ref_counted.h" #include "core/string/ustring.h" #include "core/templates/pair.h" #include "core/variant/array.h" #include "scene/gui/view_panner.h" #ifndef _3D_DISABLED #include "scene/resources/mesh.h" #endif // _3D_DISABLED class CanvasItem; class PopupMenu; class Script; #ifndef _3D_DISABLED class Node3D; #endif // _3D_DISABLED class SceneDebugger { private: inline static SceneDebugger *singleton = nullptr; SceneDebugger(); public: static void initialize(); static void deinitialize(); ~SceneDebugger(); #ifdef DEBUG_ENABLED private: static void _handle_input(const Ref &p_event, const Ref &p_shortcut); static void _save_node(ObjectID id, const String &p_path); static void _set_node_owner_recursive(Node *p_node, Node *p_owner); static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value, const String &p_field = ""); static void _send_object_ids(const Vector &p_ids, bool p_update_selection); static void _next_frame(); public: static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured); static void add_to_cache(const String &p_filename, Node *p_node); static void remove_from_cache(const String &p_filename, Node *p_node); static void reload_cached_files(const PackedStringArray &p_files); #endif }; #ifdef DEBUG_ENABLED class SceneDebuggerObject { private: void _parse_script_properties(Script *p_script, ScriptInstance *p_instance); public: typedef Pair SceneDebuggerProperty; ObjectID id; String class_name; List properties; SceneDebuggerObject(ObjectID p_id); SceneDebuggerObject() {} void serialize(Array &r_arr, int p_max_size = 1 << 20); void deserialize(const Array &p_arr); }; class SceneDebuggerTree { public: struct RemoteNode { int child_count = 0; String name; String type_name; ObjectID id; String scene_file_path; uint8_t view_flags = 0; enum ViewFlags { VIEW_HAS_VISIBLE_METHOD = 1 << 1, VIEW_VISIBLE = 1 << 2, VIEW_VISIBLE_IN_TREE = 1 << 3, }; RemoteNode(int p_child, const String &p_name, const String &p_type, ObjectID p_id, const String p_scene_file_path, int p_view_flags) { child_count = p_child; name = p_name; type_name = p_type; id = p_id; scene_file_path = p_scene_file_path; view_flags = p_view_flags; } RemoteNode() {} }; List nodes; void serialize(Array &r_arr); void deserialize(const Array &p_arr); SceneDebuggerTree(Node *p_root); SceneDebuggerTree() {} }; class LiveEditor { private: friend class SceneDebugger; HashMap live_edit_node_path_cache; HashMap live_edit_resource_cache; NodePath live_edit_root; String live_edit_scene; HashMap> live_scene_edit_cache; HashMap> live_edit_remove_list; void _send_tree(); void _node_path_func(const NodePath &p_path, int p_id); void _res_path_func(const String &p_path, int p_id); void _node_set_func(int p_id, const StringName &p_prop, const Variant &p_value); void _node_set_res_func(int p_id, const StringName &p_prop, const String &p_value); void _node_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount); void _res_set_func(int p_id, const StringName &p_prop, const Variant &p_value); void _res_set_res_func(int p_id, const StringName &p_prop, const String &p_value); void _res_call_func(int p_id, const StringName &p_method, const Variant **p_args, int p_argcount); void _root_func(const NodePath &p_scene_path, const String &p_scene_from); void _create_node_func(const NodePath &p_parent, const String &p_type, const String &p_name); void _instance_node_func(const NodePath &p_parent, const String &p_path, const String &p_name); void _remove_node_func(const NodePath &p_at); void _remove_and_keep_node_func(const NodePath &p_at, ObjectID p_keep_id); void _restore_node_func(ObjectID p_id, const NodePath &p_at, int p_at_pos); void _duplicate_node_func(const NodePath &p_at, const String &p_new_name); void _reparent_node_func(const NodePath &p_at, const NodePath &p_new_place, const String &p_new_name, int p_at_pos); LiveEditor() { singleton = this; live_edit_root = NodePath("/root"); } inline static LiveEditor *singleton = nullptr; public: static LiveEditor *get_singleton(); }; class RuntimeNodeSelect : public Object { GDCLASS(RuntimeNodeSelect, Object); public: enum NodeType { NODE_TYPE_NONE, NODE_TYPE_2D, NODE_TYPE_3D, NODE_TYPE_MAX, }; enum SelectMode { SELECT_MODE_SINGLE, SELECT_MODE_LIST, SELECT_MODE_MAX, }; private: friend class SceneDebugger; NodeType node_select_type = NODE_TYPE_2D; SelectMode node_select_mode = SELECT_MODE_SINGLE; struct SelectResult { Node *item = nullptr; real_t order = 0; _FORCE_INLINE_ bool operator<(const SelectResult &p_rr) const { return p_rr.order < order; } }; const int SELECTION_MIN_AREA = 8 * 8; enum SelectionDragState { SELECTION_DRAG_NONE, SELECTION_DRAG_MOVE, SELECTION_DRAG_END, }; SelectionDragState selection_drag_state = SELECTION_DRAG_NONE; bool has_selection = false; int max_selection = 1; Point2 selection_position = Point2(Math::INF, Math::INF); Rect2 selection_drag_area; PopupMenu *selection_list = nullptr; Color selection_area_fill; Color selection_area_outline; bool selection_visible = true; bool selection_update_queued = false; bool multi_shortcut_pressed = false; bool list_shortcut_pressed = false; RID draw_canvas; RID sel_drag_ci; bool camera_override = false; // Values taken from EditorZoomWidget. const float VIEW_2D_MIN_ZOOM = 1.0 / 128; const float VIEW_2D_MAX_ZOOM = 128; Ref panner; Vector2 view_2d_offset; real_t view_2d_zoom = 1.0; bool warped_panning = false; LocalVector selected_ci_nodes; real_t sel_2d_grab_dist = 0; RID sbox_2d_ci; #ifndef _3D_DISABLED struct Cursor { Vector3 pos; real_t x_rot, y_rot, distance, fov_scale; Vector3 eye_pos; // Used in freelook mode. Cursor() { // These rotations place the camera in +X +Y +Z, aka south east, facing north west. x_rot = 0.5; y_rot = -0.5; distance = 4; fov_scale = 1.0; } }; Cursor cursor; // Values taken from Node3DEditor. const float VIEW_3D_MIN_ZOOM = 0.01; #ifdef REAL_T_IS_DOUBLE const double VIEW_3D_MAX_ZOOM = 1'000'000'000'000; #else const float VIEW_3D_MAX_ZOOM = 10'000; #endif // REAL_T_IS_DOUBLE const float CAMERA_MIN_FOV_SCALE = 0.1; const float CAMERA_MAX_FOV_SCALE = 2.5; bool camera_first_override = true; bool camera_freelook = false; real_t camera_fov = 0; real_t camera_znear = 0; real_t camera_zfar = 0; bool invert_x_axis = false; bool invert_y_axis = false; bool warped_mouse_panning_3d = false; real_t freelook_base_speed = 0; real_t freelook_sensitivity = 0; real_t orbit_sensitivity = 0; real_t translation_sensitivity = 0; Vector2 previous_mouse_position; struct SelectionBox3D : public RefCounted { RID instance; RID instance_ofs; RID instance_xray; RID instance_xray_ofs; Transform3D transform; AABB bounds; ~SelectionBox3D() { if (instance.is_valid()) { RS::get_singleton()->free(instance); RS::get_singleton()->free(instance_ofs); RS::get_singleton()->free(instance_xray); RS::get_singleton()->free(instance_xray_ofs); } } }; HashMap> selected_3d_nodes; Color sbox_3d_color; Ref sbox_3d_mesh; Ref sbox_3d_mesh_xray; RID sbox_3d; RID sbox_3d_ofs; RID sbox_3d_xray; RID sbox_3d_xray_ofs; #endif // _3D_DISABLED void _setup(const Dictionary &p_settings); void _node_set_type(NodeType p_type); void _select_set_mode(SelectMode p_mode); void _set_camera_override_enabled(bool p_enabled); void _root_window_input(const Ref &p_event); void _items_popup_index_pressed(int p_index, PopupMenu *p_popup); void _update_input_state(); void _process_frame(); void _physics_frame(); void _send_ids(const Vector &p_picked_nodes, bool p_invert_new_selections = true); void _set_selected_nodes(const Vector &p_nodes); void _queue_selection_update(); void _update_selection(); void _clear_selection(); void _update_selection_drag(const Point2 &p_end_pos = Point2()); void _set_selection_visible(bool p_visible); void _open_selection_list(const Vector &p_items, const Point2 &p_pos); void _close_selection_list(); void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); void _find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, Vector &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); void _pan_callback(Vector2 p_scroll_vec, Ref p_event); void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref p_event); void _reset_camera_2d(); void _update_view_2d(); #ifndef _3D_DISABLED void _find_3d_items_at_pos(const Point2 &p_pos, Vector &r_items); void _find_3d_items_at_rect(const Rect2 &p_rect, Vector &r_items); Vector3 _get_screen_to_space(const Vector3 &p_vector3); bool _handle_3d_input(const Ref &p_event); void _set_camera_freelook_enabled(bool p_enabled); void _cursor_scale_distance(real_t p_scale); void _scale_freelook_speed(real_t p_scale); void _cursor_look(Ref p_event); void _cursor_pan(Ref p_event); void _cursor_orbit(Ref p_event); Point2 _get_warped_mouse_motion(const Ref &p_event, Rect2 p_border) const; Transform3D _get_cursor_transform(); void _reset_camera_3d(); #endif // _3D_DISABLED RuntimeNodeSelect() { singleton = this; } inline static RuntimeNodeSelect *singleton = nullptr; public: static RuntimeNodeSelect *get_singleton(); ~RuntimeNodeSelect(); }; #endif // DEBUG_ENABLED