#ifndef CONTROL_EDITOR_PLUGIN_H #define CONTROL_EDITOR_PLUGIN_H /*************************************************************************/ /* canvas_item_editor_plugin.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. */ /*************************************************************************/ #include "scene/gui/control.h" #include "editor/editor_plugin.h" #include "scene/gui/box_container.h" #include "core/variant/dictionary.h" #include "core/containers/list.h" #include "core/containers/map.h" #include "core/math/math_defs.h" #include "core/math/rect2.h" #include "core/math/transform_2d.h" #include "core/math/vector2.h" #include "core/object/object.h" #include "core/object_id.h" #include "core/object/reference.h" #include "core/typedefs.h" #include "core/ustring.h" #include "core/variant/variant.h" #include "core/containers/vector.h" class CanvasItemEditorViewport; class AcceptDialog; class Button; class ButtonGroup; class ConfirmationDialog; class EditorData; class EditorNode; class EditorSelection; class HScrollBar; class HSplitContainer; class InputEvent; class Label; class MenuButton; class Node2D; class Node; class PanelContainer; class PopupMenu; class Timer; class ToolButton; class UndoRedo; class VScrollBar; class VSplitContainer; class WindowDialog; struct Color; class CanvasItemEditorSelectedItem : public Object { GDCLASS(CanvasItemEditorSelectedItem, Object); public: Transform2D prev_xform; float prev_rot; Rect2 prev_rect; Vector2 prev_pivot; float prev_anchors[4]; Transform2D pre_drag_xform; Rect2 pre_drag_rect; List pre_drag_bones_length; List pre_drag_bones_undo_state; Dictionary undo_state; CanvasItemEditorSelectedItem() : prev_anchors() { prev_rot = 0; } }; class CanvasItemEditor : public VBoxContainer { GDCLASS(CanvasItemEditor, VBoxContainer); public: enum Tool { TOOL_SELECT, TOOL_LIST_SELECT, TOOL_MOVE, TOOL_SCALE, TOOL_ROTATE, TOOL_EDIT_PIVOT, TOOL_PAN, TOOL_RULER, TOOL_MAX }; enum AddNodeOption { ADD_NODE, ADD_INSTANCE, }; private: EditorNode *editor; enum SnapTarget { SNAP_TARGET_NONE = 0, SNAP_TARGET_PARENT, SNAP_TARGET_SELF_ANCHORS, SNAP_TARGET_SELF, SNAP_TARGET_OTHER_NODE, SNAP_TARGET_GUIDE, SNAP_TARGET_GRID, SNAP_TARGET_PIXEL }; enum MenuOption { SNAP_USE, SNAP_USE_NODE_PARENT, SNAP_USE_NODE_ANCHORS, SNAP_USE_NODE_SIDES, SNAP_USE_NODE_CENTER, SNAP_USE_OTHER_NODES, SNAP_USE_GRID, SNAP_USE_GUIDES, SNAP_USE_ROTATION, SNAP_USE_SCALE, SNAP_RELATIVE, SNAP_CONFIGURE, SNAP_USE_PIXEL, SHOW_GRID, SHOW_HELPERS, SHOW_RULERS, SHOW_GUIDES, SHOW_ORIGIN, SHOW_VIEWPORT, SHOW_EDIT_LOCKS, LOCK_SELECTED, UNLOCK_SELECTED, GROUP_SELECTED, UNGROUP_SELECTED, ANCHORS_AND_MARGINS_PRESET_TOP_LEFT, ANCHORS_AND_MARGINS_PRESET_TOP_RIGHT, ANCHORS_AND_MARGINS_PRESET_BOTTOM_LEFT, ANCHORS_AND_MARGINS_PRESET_BOTTOM_RIGHT, ANCHORS_AND_MARGINS_PRESET_CENTER_LEFT, ANCHORS_AND_MARGINS_PRESET_CENTER_RIGHT, ANCHORS_AND_MARGINS_PRESET_CENTER_TOP, ANCHORS_AND_MARGINS_PRESET_CENTER_BOTTOM, ANCHORS_AND_MARGINS_PRESET_CENTER, ANCHORS_AND_MARGINS_PRESET_TOP_WIDE, ANCHORS_AND_MARGINS_PRESET_LEFT_WIDE, ANCHORS_AND_MARGINS_PRESET_RIGHT_WIDE, ANCHORS_AND_MARGINS_PRESET_BOTTOM_WIDE, ANCHORS_AND_MARGINS_PRESET_VCENTER_WIDE, ANCHORS_AND_MARGINS_PRESET_HCENTER_WIDE, ANCHORS_AND_MARGINS_PRESET_WIDE, ANCHORS_AND_MARGINS_PRESET_KEEP_RATIO, ANCHORS_PRESET_TOP_LEFT, ANCHORS_PRESET_TOP_RIGHT, ANCHORS_PRESET_BOTTOM_LEFT, ANCHORS_PRESET_BOTTOM_RIGHT, ANCHORS_PRESET_CENTER_LEFT, ANCHORS_PRESET_CENTER_RIGHT, ANCHORS_PRESET_CENTER_TOP, ANCHORS_PRESET_CENTER_BOTTOM, ANCHORS_PRESET_CENTER, ANCHORS_PRESET_TOP_WIDE, ANCHORS_PRESET_LEFT_WIDE, ANCHORS_PRESET_RIGHT_WIDE, ANCHORS_PRESET_BOTTOM_WIDE, ANCHORS_PRESET_VCENTER_WIDE, ANCHORS_PRESET_HCENTER_WIDE, ANCHORS_PRESET_WIDE, MARGINS_PRESET_TOP_LEFT, MARGINS_PRESET_TOP_RIGHT, MARGINS_PRESET_BOTTOM_LEFT, MARGINS_PRESET_BOTTOM_RIGHT, MARGINS_PRESET_CENTER_LEFT, MARGINS_PRESET_CENTER_RIGHT, MARGINS_PRESET_CENTER_TOP, MARGINS_PRESET_CENTER_BOTTOM, MARGINS_PRESET_CENTER, MARGINS_PRESET_TOP_WIDE, MARGINS_PRESET_LEFT_WIDE, MARGINS_PRESET_RIGHT_WIDE, MARGINS_PRESET_BOTTOM_WIDE, MARGINS_PRESET_VCENTER_WIDE, MARGINS_PRESET_HCENTER_WIDE, MARGINS_PRESET_WIDE, ANIM_INSERT_KEY, ANIM_INSERT_KEY_EXISTING, ANIM_INSERT_POS, ANIM_INSERT_ROT, ANIM_INSERT_SCALE, ANIM_COPY_POSE, ANIM_PASTE_POSE, ANIM_CLEAR_POSE, CLEAR_GUIDES, VIEW_CENTER_TO_SELECTION, VIEW_FRAME_TO_SELECTION, PREVIEW_CANVAS_SCALE, SKELETON_MAKE_BONES, SKELETON_CLEAR_BONES, SKELETON_SHOW_BONES, SKELETON_SET_IK_CHAIN, SKELETON_CLEAR_IK_CHAIN }; enum DragType { DRAG_NONE, DRAG_BOX_SELECTION, DRAG_LEFT, DRAG_TOP_LEFT, DRAG_TOP, DRAG_TOP_RIGHT, DRAG_RIGHT, DRAG_BOTTOM_RIGHT, DRAG_BOTTOM, DRAG_BOTTOM_LEFT, DRAG_ANCHOR_TOP_LEFT, DRAG_ANCHOR_TOP_RIGHT, DRAG_ANCHOR_BOTTOM_RIGHT, DRAG_ANCHOR_BOTTOM_LEFT, DRAG_ANCHOR_ALL, DRAG_QUEUED, DRAG_MOVE, DRAG_SCALE_X, DRAG_SCALE_Y, DRAG_SCALE_BOTH, DRAG_ROTATE, DRAG_PIVOT, DRAG_V_GUIDE, DRAG_H_GUIDE, DRAG_DOUBLE_GUIDE, DRAG_KEY_MOVE }; EditorSelection *editor_selection; bool selection_menu_additive_selection; Tool tool; Control *viewport; Control *viewport_scrollable; HScrollBar *h_scroll; VScrollBar *v_scroll; HBoxContainer *hb; // Used for secondary menu items which are displayed depending on the currently selected node // (such as MeshInstance's "Mesh" menu). PanelContainer *context_menu_container; HBoxContainer *hbc_context_menu; ToolButton *zoom_minus; ToolButton *zoom_reset; ToolButton *zoom_plus; Map popup_temporarily_timers; Label *warning_child_of_container; VBoxContainer *info_overlay; Transform2D transform; bool show_grid; bool show_rulers; bool show_guides; bool show_origin; bool show_viewport; bool show_helpers; bool show_edit_locks; float zoom; Point2 view_offset; Point2 previous_update_view_offset; bool selected_from_canvas; bool anchors_mode; Point2 grid_offset; Point2 grid_step; int primary_grid_steps; int grid_step_multiplier; float snap_rotation_step; float snap_rotation_offset; float snap_scale_step; bool smart_snap_active; bool grid_snap_active; bool snap_node_parent; bool snap_node_anchors; bool snap_node_sides; bool snap_node_center; bool snap_other_nodes; bool snap_guides; bool snap_rotation; bool snap_scale; bool snap_relative; bool snap_pixel; bool skeleton_show_bones; bool key_pos; bool key_rot; bool key_scale; bool panning; bool pan_pressed; bool ruler_tool_active; Point2 ruler_tool_origin; Point2 node_create_position; MenuOption last_option; struct _SelectResult { CanvasItem *item; float z_index; bool has_z; _FORCE_INLINE_ bool operator<(const _SelectResult &p_rr) const { return has_z && p_rr.has_z ? p_rr.z_index < z_index : p_rr.has_z; } }; Vector<_SelectResult> selection_results; struct _HoverResult { Point2 position; Ref icon; String name; }; Vector<_HoverResult> hovering_results; struct BoneList { Transform2D xform; float length; uint64_t last_pass; BoneList() : length(0.f), last_pass(0) {} }; uint64_t bone_last_frame; struct BoneKey { ObjectID from; ObjectID to; _FORCE_INLINE_ bool operator<(const BoneKey &p_key) const { if (from == p_key.from) { return to < p_key.to; } else { return from < p_key.from; } } }; Map bone_list; struct PoseClipboard { Vector2 pos; Vector2 scale; float rot; ObjectID id; }; List pose_clipboard; ToolButton *select_button; ToolButton *move_button; ToolButton *scale_button; ToolButton *rotate_button; ToolButton *list_select_button; ToolButton *pivot_button; ToolButton *pan_button; ToolButton *ruler_button; ToolButton *smart_snap_button; ToolButton *grid_snap_button; MenuButton *snap_config_menu; PopupMenu *smartsnap_config_popup; ToolButton *lock_button; ToolButton *unlock_button; ToolButton *group_button; ToolButton *ungroup_button; MenuButton *skeleton_menu; ToolButton *override_camera_button; MenuButton *view_menu; HBoxContainer *animation_hb; MenuButton *animation_menu; MenuButton *presets_menu; PopupMenu *anchors_and_margins_popup; PopupMenu *anchors_popup; ToolButton *anchor_mode_button; Button *key_loc_button; Button *key_rot_button; Button *key_scale_button; Button *key_insert_button; Button *key_auto_insert_button; PopupMenu *selection_menu; PopupMenu *add_node_menu; Control *top_ruler; Control *left_ruler; Point2 drag_start_origin; DragType drag_type; Point2 drag_from; Point2 drag_to; Point2 drag_rotation_center; List drag_selection; int dragged_guide_index; Point2 dragged_guide_pos; bool is_hovering_h_guide; bool is_hovering_v_guide; bool updating_value_dialog; Point2 box_selecting_to; Ref select_sb; Ref select_handle; Ref anchor_handle; Ref drag_pivot_shortcut; Ref set_pivot_shortcut; Ref multiply_grid_step_shortcut; Ref divide_grid_step_shortcut; Ref pan_view_shortcut; bool _is_node_locked(const Node *p_node); bool _is_node_movable(const Node *p_node, bool p_popup_warning = false); void _find_canvas_items_at_pos(const Point2 &p_pos, Node *p_node, Vector<_SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); void _get_canvas_items_at_pos(const Point2 &p_pos, Vector<_SelectResult> &r_items, bool p_allow_locked = false); void _get_bones_at_pos(const Point2 &p_pos, Vector<_SelectResult> &r_items); void _find_canvas_items_in_rect(const Rect2 &p_rect, Node *p_node, List *r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); bool _select_click_on_item(CanvasItem *item, Point2 p_click_pos, bool p_append); ConfirmationDialog *snap_dialog; CanvasItem *ref_item; void _save_canvas_item_ik_chain(const CanvasItem *p_canvas_item, List *p_bones_length, List *p_bones_state); void _save_canvas_item_state(List p_canvas_items, bool save_bones = false); void _restore_canvas_item_ik_chain(CanvasItem *p_canvas_item, const List *p_bones_state); void _restore_canvas_item_state(List p_canvas_items, bool restore_bones = false); void _commit_canvas_item_state(List p_canvas_items, String action_name, bool commit_bones = false); Vector2 _anchor_to_position(const Control *p_control, Vector2 anchor); Vector2 _position_to_anchor(const Control *p_control, Vector2 position); void _popup_callback(int p_op); bool updating_scroll; void _update_scroll(float); void _update_scrollbars(); void _snap_changed(); void _selection_result_pressed(int); void _selection_menu_hide(); void _add_node_pressed(int p_result); void _node_created(Node *p_node); void _reset_create_position(); UndoRedo *undo_redo; bool _build_bones_list(Node *p_node); bool _get_bone_shape(Vector *shape, Vector *outline_shape, Map::Element *bone); List _get_edited_canvas_items(bool retreive_locked = false, bool remove_canvas_item_if_parent_in_selection = true); Rect2 _get_encompassing_rect_from_list(List p_list); void _expand_encompassing_rect_using_children(Rect2 &r_rect, const Node *p_node, bool &r_first, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D(), bool include_locked_nodes = true); Rect2 _get_encompassing_rect(const Node *p_node); Object *_get_editor_data(Object *p_what); void _insert_animation_keys(bool p_location, bool p_rotation, bool p_scale, bool p_on_existing); void _keying_changed(); void _unhandled_key_input(const Ref &p_ev); void _draw_text_at_position(Point2 p_position, String p_string, Margin p_side); void _draw_margin_at_position(int p_value, Point2 p_position, Margin p_side); void _draw_percentage_at_position(float p_value, Point2 p_position, Margin p_side); void _draw_straight_line(Point2 p_from, Point2 p_to, Color p_color); void _draw_smart_snapping(); void _draw_rulers(); void _draw_guides(); void _draw_focus(); void _draw_grid(); void _draw_ruler_tool(); void _draw_control_anchors(Control *control); void _draw_control_helpers(Control *control); void _draw_selection(); void _draw_axis(); void _draw_bones(); void _draw_invisible_nodes_positions(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); void _draw_locks_and_groups(Node *p_node, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D()); void _draw_hover(); void _draw_viewport(); bool _gui_input_anchors(const Ref &p_event); bool _gui_input_move(const Ref &p_event); bool _gui_input_open_scene_on_double_click(const Ref &p_event); bool _gui_input_scale(const Ref &p_event); bool _gui_input_pivot(const Ref &p_event); bool _gui_input_resize(const Ref &p_event); bool _gui_input_rotate(const Ref &p_event); bool _gui_input_select(const Ref &p_event); bool _gui_input_ruler_tool(const Ref &p_event); bool _gui_input_zoom_or_pan(const Ref &p_event, bool p_already_accepted); bool _gui_input_rulers_and_guides(const Ref &p_event); bool _gui_input_hover(const Ref &p_event); void _gui_input_viewport(const Ref &p_event); void _selection_changed(); void _focus_selection(int p_op); void _solve_IK(Node2D *leaf_node, Point2 target_position); SnapTarget snap_target[2]; Transform2D snap_transform; void _snap_if_closer_float( float p_value, float &r_current_snap, SnapTarget &r_current_snap_target, float p_target_value, SnapTarget p_snap_target, float p_radius = 10.0); void _snap_if_closer_point( Point2 p_value, Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2], Point2 p_target_value, SnapTarget p_snap_target, real_t rotation = 0.0, float p_radius = 10.0); void _snap_other_nodes( const Point2 p_value, const Transform2D p_transform_to_snap, Point2 &r_current_snap, SnapTarget (&r_current_snap_target)[2], const SnapTarget p_snap_target, List p_exceptions, const Node *p_current); void _set_anchors_preset(Control::LayoutPreset p_preset); void _set_anchors_and_margins_preset(Control::LayoutPreset p_preset); void _set_anchors_and_margins_to_keep_ratio(); void _button_toggle_anchor_mode(bool p_status); VBoxContainer *controls_vb; HBoxContainer *zoom_hb; float _get_next_zoom_value(int p_increment_count, bool p_integer_only = false) const; void _zoom_on_position(float p_zoom, Point2 p_position = Point2()); void _update_zoom_label(); void _button_zoom_minus(); void _button_zoom_reset(); void _button_zoom_plus(); void _shortcut_zoom_set(float p_zoom); void _button_toggle_smart_snap(bool p_status); void _button_toggle_grid_snap(bool p_status); void _button_override_camera(bool p_pressed); void _button_tool_select(int p_index); void _update_override_camera_button(bool p_game_running); HSplitContainer *left_panel_split; HSplitContainer *right_panel_split; VSplitContainer *bottom_split; bool bone_list_dirty; void _queue_update_bone_list(); void _update_bone_list(); void _tree_changed(Node *); void _update_context_menu_stylebox(); void _popup_warning_temporarily(Control *p_control, const float p_duration); void _popup_warning_depop(Control *p_control); friend class CanvasItemEditorPlugin; protected: void _notification(int p_what); static void _bind_methods(); HBoxContainer *get_panel_hb() { return hb; } struct compare_items_x { bool operator()(const CanvasItem *a, const CanvasItem *b) const { return a->get_global_transform().columns[2].x < b->get_global_transform().columns[2].x; } }; struct compare_items_y { bool operator()(const CanvasItem *a, const CanvasItem *b) const { return a->get_global_transform().columns[2].y < b->get_global_transform().columns[2].y; } }; struct proj_vector2_x { float get(const Vector2 &v) { return v.x; } void set(Vector2 &v, float f) { v.x = f; } }; struct proj_vector2_y { float get(const Vector2 &v) { return v.y; } void set(Vector2 &v, float f) { v.y = f; } }; static CanvasItemEditor *singleton; public: enum SnapMode { SNAP_GRID = 1 << 0, SNAP_GUIDES = 1 << 1, SNAP_PIXEL = 1 << 2, SNAP_NODE_PARENT = 1 << 3, SNAP_NODE_ANCHORS = 1 << 4, SNAP_NODE_SIDES = 1 << 5, SNAP_NODE_CENTER = 1 << 6, SNAP_OTHER_NODES = 1 << 7, SNAP_DEFAULT = SNAP_GRID | SNAP_GUIDES | SNAP_PIXEL, }; Point2 snap_point(Point2 p_target, unsigned int p_modes = SNAP_DEFAULT, unsigned int p_forced_modes = 0, const CanvasItem *p_self_canvas_item = nullptr, List p_other_nodes_exceptions = List()); float snap_angle(float p_target, float p_start = 0) const; Transform2D get_canvas_transform() const { return transform; } static CanvasItemEditor *get_singleton() { return singleton; } Dictionary get_state() const; void set_state(const Dictionary &p_state); void add_control_to_menu_panel(Control *p_control); void remove_control_from_menu_panel(Control *p_control); void add_control_to_info_overlay(Control *p_control); void remove_control_from_info_overlay(Control *p_control); void add_control_to_left_panel(Control *p_control); void remove_control_from_left_panel(Control *p_control); void add_control_to_right_panel(Control *p_control); void remove_control_from_right_panel(Control *p_control); void move_control_to_left_panel(Control *p_control); void move_control_to_right_panel(Control *p_control); VSplitContainer *get_bottom_split(); Control *get_viewport_control() { return viewport; } Control *get_controls_container() { return controls_vb; } void update_viewport(); Tool get_current_tool() { return tool; } void set_current_tool(Tool p_tool); void set_undo_redo(UndoRedo *p_undo_redo) { undo_redo = p_undo_redo; } void edit(CanvasItem *p_canvas_item); void focus_selection(); bool is_anchors_mode_enabled() { return anchors_mode; }; CanvasItemEditor(EditorNode *p_editor); }; class CanvasItemEditorPlugin : public EditorPlugin { GDCLASS(CanvasItemEditorPlugin, EditorPlugin); CanvasItemEditor *canvas_item_editor; EditorNode *editor; public: virtual String get_name() const { return "2D"; } bool has_main_screen() const { return true; } virtual void edit(Object *p_object); virtual bool handles(Object *p_object) const; virtual void make_visible(bool p_visible); virtual Dictionary get_state() const; virtual void set_state(const Dictionary &p_state); CanvasItemEditor *get_canvas_item_editor() { return canvas_item_editor; } CanvasItemEditorPlugin(EditorNode *p_node); ~CanvasItemEditorPlugin(); }; class CanvasItemEditorViewport : public Control { GDCLASS(CanvasItemEditorViewport, Control); String default_type; Vector types; Vector selected_files; Node *target_node; Point2 drop_pos; EditorNode *editor; EditorData *editor_data; CanvasItemEditor *canvas_item_editor; Node2D *preview_node; AcceptDialog *accept; WindowDialog *selector; Label *selector_label; Label *label; Label *label_desc; VBoxContainer *btn_group; Ref button_group; void _on_mouse_exit(); void _on_select_type(Object *selected); void _on_change_type_confirmed(); void _on_change_type_closed(); void _create_preview(const Vector &files) const; void _remove_preview(); bool _cyclical_dependency_exists(const String &p_target_scene_path, Node *p_desired_node); bool _only_packed_scenes_selected() const; void _create_nodes(Node *parent, Node *child, String &path, const Point2 &p_point); bool _create_instance(Node *parent, String &path, const Point2 &p_point); void _perform_drop_data(); void _show_resource_type_selector(); static void _bind_methods(); protected: void _notification(int p_what); public: virtual bool can_drop_data(const Point2 &p_point, const Variant &p_data) const; virtual void drop_data(const Point2 &p_point, const Variant &p_data); CanvasItemEditorViewport(EditorNode *p_node, CanvasItemEditor *p_canvas_item_editor); ~CanvasItemEditorViewport(); }; #endif