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godot/scene/debugger/runtime_node_select.h

249 lines
8.1 KiB
C++

/**************************************************************************/
/* runtime_node_select.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
#ifdef DEBUG_ENABLED
#include "scene/gui/view_panner.h"
#ifndef _3D_DISABLED
#include "scene/resources/mesh.h"
#endif // _3D_DISABLED
class PopupMenu;
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 avoid_locked_nodes = false;
bool prefer_group_selection = false;
bool multi_shortcut_pressed = false;
bool list_shortcut_pressed = false;
RID draw_canvas;
RID sel_drag_ci;
bool camera_override = false;
bool camera_first_override = true;
// Values taken from EditorZoomWidget.
const float VIEW_2D_MIN_ZOOM = 1.0 / 128;
const float VIEW_2D_MAX_ZOOM = 128;
Ref<ViewPanner> panner;
Vector2 view_2d_offset;
real_t view_2d_zoom = 1.0;
bool warped_panning = false;
LocalVector<ObjectID> selected_ci_nodes;
real_t sel_2d_grab_dist = 0;
int sel_2d_scale = 1;
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_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_rid(instance);
RS::get_singleton()->free_rid(instance_ofs);
RS::get_singleton()->free_rid(instance_xray);
RS::get_singleton()->free_rid(instance_xray_ofs);
}
}
};
HashMap<ObjectID, Ref<SelectionBox3D>> selected_3d_nodes;
Color sbox_3d_color;
Ref<ArrayMesh> sbox_3d_mesh;
Ref<ArrayMesh> 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<InputEvent> &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<Node *> &p_picked_nodes, bool p_invert_new_selections = true);
void _set_selected_nodes(const Vector<Node *> &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 _set_avoid_locked(bool p_enabled);
void _set_prefer_group(bool p_enabled);
void _open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos);
void _close_selection_list();
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 _find_canvas_items_at_rect(const Rect2 &p_rect, Node *p_node, Vector<SelectResult> &r_items, const Transform2D &p_parent_xform = Transform2D(), const Transform2D &p_canvas_xform = Transform2D());
void _pan_callback(Vector2 p_scroll_vec, Ref<InputEvent> p_event);
void _zoom_callback(float p_zoom_factor, Vector2 p_origin, Ref<InputEvent> p_event);
void _reset_camera_2d();
void _update_view_2d();
#ifndef _3D_DISABLED
void _find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items);
void _find_3d_items_at_rect(const Rect2 &p_rect, Vector<SelectResult> &r_items);
Vector3 _get_screen_to_space(const Vector3 &p_vector3);
bool _handle_3d_input(const Ref<InputEvent> &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<InputEventWithModifiers> p_event);
void _cursor_pan(Ref<InputEventWithModifiers> p_event);
void _cursor_orbit(Ref<InputEventWithModifiers> p_event);
Point2 _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &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