1/**************************************************************************/
2/* editor_data.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
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15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
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20/* included in all copies or substantial portions of the Software. */
21/* */
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28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef EDITOR_DATA_H
32#define EDITOR_DATA_H
33
34#include "core/templates/list.h"
35#include "scene/resources/texture.h"
36
37class ConfigFile;
38class EditorPlugin;
39class EditorUndoRedoManager;
40
41/**
42 * Stores the history of objects which have been selected for editing in the Editor & the Inspector.
43 *
44 * Used in the editor to set & access the currently edited object, as well as the history of objects which have been edited.
45 */
46class EditorSelectionHistory {
47 // Stores the object & property (if relevant).
48 struct _Object {
49 Ref<RefCounted> ref;
50 ObjectID object;
51 String property;
52 bool inspector_only = false;
53 };
54
55 // Represents the selection of an object for editing.
56 struct HistoryElement {
57 // The sub-resources of the parent object (first in the path) that have been edited.
58 // For example, Node2D -> nested resource -> nested resource, if edited each individually in their own inspector.
59 Vector<_Object> path;
60 // The current point in the path. This is always equal to the last item in the path - it is never decremented.
61 int level = 0;
62 };
63 friend class EditorData;
64
65 Vector<HistoryElement> history;
66 int current_elem_idx; // The current history element being edited.
67
68public:
69 void cleanup_history();
70
71 bool is_at_beginning() const;
72 bool is_at_end() const;
73
74 // Adds an object to the selection history. A property name can be passed if the target is a subresource of the given object.
75 // If the object should not change the main screen plugin, it can be set as inspector only.
76 void add_object(ObjectID p_object, const String &p_property = String(), bool p_inspector_only = false);
77
78 int get_history_len();
79 int get_history_pos();
80
81 // Gets an object from the history. The most recent object would be the object with p_obj = get_history_len() - 1.
82 ObjectID get_history_obj(int p_obj) const;
83
84 bool next();
85 bool previous();
86 ObjectID get_current();
87 bool is_current_inspector_only() const;
88
89 // Gets the size of the path of the current history item.
90 int get_path_size() const;
91 // Gets the object of the current history item, if valid.
92 ObjectID get_path_object(int p_index) const;
93 // Gets the property of the current history item.
94 String get_path_property(int p_index) const;
95
96 void clear();
97
98 EditorSelectionHistory();
99};
100
101class EditorSelection;
102
103class EditorData {
104public:
105 struct CustomType {
106 String name;
107 Ref<Script> script;
108 Ref<Texture2D> icon;
109 };
110
111 struct EditedScene {
112 Node *root = nullptr;
113 String path;
114 uint64_t file_modified_time = 0;
115 Dictionary editor_states;
116 List<Node *> selection;
117 Vector<EditorSelectionHistory::HistoryElement> history_stored;
118 int history_current = 0;
119 Dictionary custom_state;
120 NodePath live_edit_root;
121 int history_id = 0;
122 uint64_t last_checked_version = 0;
123 };
124
125private:
126 Vector<EditorPlugin *> editor_plugins;
127 HashMap<StringName, EditorPlugin *> extension_editor_plugins;
128
129 struct PropertyData {
130 String name;
131 Variant value;
132 };
133 HashMap<String, Vector<CustomType>> custom_types;
134
135 List<PropertyData> clipboard;
136 EditorUndoRedoManager *undo_redo_manager;
137 Vector<Callable> undo_redo_callbacks;
138 HashMap<StringName, Callable> move_element_functions;
139
140 Vector<EditedScene> edited_scene;
141 int current_edited_scene = -1;
142 int last_created_scene = 1;
143
144 bool _find_updated_instances(Node *p_root, Node *p_node, HashSet<String> &checked_paths);
145
146 HashMap<StringName, String> _script_class_icon_paths;
147 HashMap<String, StringName> _script_class_file_to_path;
148 HashMap<Ref<Script>, Ref<Texture>> _script_icon_cache;
149
150 Ref<Texture2D> _load_script_icon(const String &p_path) const;
151
152public:
153 EditorPlugin *get_handling_main_editor(Object *p_object);
154 Vector<EditorPlugin *> get_handling_sub_editors(Object *p_object);
155 EditorPlugin *get_editor_by_name(String p_name);
156
157 void copy_object_params(Object *p_object);
158 void paste_object_params(Object *p_object);
159
160 Dictionary get_editor_plugin_states() const;
161 Dictionary get_scene_editor_states(int p_idx) const;
162 void set_editor_plugin_states(const Dictionary &p_states);
163 void get_editor_breakpoints(List<String> *p_breakpoints);
164 void clear_editor_states();
165 void save_editor_external_data();
166 void apply_changes_in_editors();
167
168 void add_editor_plugin(EditorPlugin *p_plugin);
169 void remove_editor_plugin(EditorPlugin *p_plugin);
170
171 int get_editor_plugin_count() const;
172 EditorPlugin *get_editor_plugin(int p_idx);
173
174 void add_extension_editor_plugin(const StringName &p_class_name, EditorPlugin *p_plugin);
175 void remove_extension_editor_plugin(const StringName &p_class_name);
176 bool has_extension_editor_plugin(const StringName &p_class_name);
177 EditorPlugin *get_extension_editor_plugin(const StringName &p_class_name);
178
179 void add_undo_redo_inspector_hook_callback(Callable p_callable); // Callbacks should have this signature: void (Object* undo_redo, Object *modified_object, String property, Variant new_value)
180 void remove_undo_redo_inspector_hook_callback(Callable p_callable);
181 const Vector<Callable> get_undo_redo_inspector_hook_callback();
182
183 void add_move_array_element_function(const StringName &p_class, Callable p_callable); // Function should have this signature: void (Object* undo_redo, Object *modified_object, String array_prefix, int element_index, int new_position)
184 void remove_move_array_element_function(const StringName &p_class);
185 Callable get_move_array_element_function(const StringName &p_class) const;
186
187 void save_editor_global_states();
188
189 void add_custom_type(const String &p_type, const String &p_inherits, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
190 Variant instantiate_custom_type(const String &p_type, const String &p_inherits);
191 void remove_custom_type(const String &p_type);
192 const HashMap<String, Vector<CustomType>> &get_custom_types() const { return custom_types; }
193 const CustomType *get_custom_type_by_name(const String &p_name) const;
194 const CustomType *get_custom_type_by_path(const String &p_path) const;
195 bool is_type_recognized(const String &p_type) const;
196
197 void instantiate_object_properties(Object *p_object);
198
199 int add_edited_scene(int p_at_pos);
200 void move_edited_scene_index(int p_idx, int p_to_idx);
201 void remove_scene(int p_idx);
202 void set_edited_scene(int p_idx);
203 void set_edited_scene_root(Node *p_root);
204 int get_edited_scene() const;
205 int get_edited_scene_from_path(const String &p_path) const;
206 Node *get_edited_scene_root(int p_idx = -1);
207 int get_edited_scene_count() const;
208 Vector<EditedScene> get_edited_scenes() const;
209
210 String get_scene_title(int p_idx, bool p_always_strip_extension = false) const;
211 String get_scene_path(int p_idx) const;
212 String get_scene_type(int p_idx) const;
213 void set_scene_path(int p_idx, const String &p_path);
214 Ref<Script> get_scene_root_script(int p_idx) const;
215 void set_scene_modified_time(int p_idx, uint64_t p_time);
216 uint64_t get_scene_modified_time(int p_idx) const;
217 void clear_edited_scenes();
218 void set_edited_scene_live_edit_root(const NodePath &p_root);
219 NodePath get_edited_scene_live_edit_root();
220 bool check_and_update_scene(int p_idx);
221 void move_edited_scene_to_index(int p_idx);
222
223 bool call_build();
224
225 void set_scene_as_saved(int p_idx);
226 bool is_scene_changed(int p_idx);
227
228 int get_scene_history_id_from_path(const String &p_path) const;
229 int get_current_edited_scene_history_id() const;
230 int get_scene_history_id(int p_idx) const;
231
232 void set_plugin_window_layout(Ref<ConfigFile> p_layout);
233 void get_plugin_window_layout(Ref<ConfigFile> p_layout);
234
235 void save_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history, const Dictionary &p_custom);
236 Dictionary restore_edited_scene_state(EditorSelection *p_selection, EditorSelectionHistory *p_history);
237 void notify_edited_scene_changed();
238 void notify_resource_saved(const Ref<Resource> &p_resource);
239
240 bool script_class_is_parent(const String &p_class, const String &p_inherits);
241 StringName script_class_get_base(const String &p_class) const;
242 Variant script_class_instance(const String &p_class);
243
244 Ref<Script> script_class_load_script(const String &p_class) const;
245
246 StringName script_class_get_name(const String &p_path) const;
247 void script_class_set_name(const String &p_path, const StringName &p_class);
248
249 String script_class_get_icon_path(const String &p_class) const;
250 void script_class_set_icon_path(const String &p_class, const String &p_icon_path);
251 void script_class_clear_icon_paths() { _script_class_icon_paths.clear(); }
252 void script_class_save_icon_paths();
253 void script_class_load_icon_paths();
254
255 Ref<Texture2D> extension_class_get_icon(const String &p_class) const;
256
257 Ref<Texture2D> get_script_icon(const Ref<Script> &p_script);
258 void clear_script_icon_cache();
259
260 EditorData();
261 ~EditorData();
262};
263
264/**
265 * Stores and provides access to the nodes currently selected in the editor.
266 *
267 * This provides a central location for storing "selected" nodes, as a selection can be triggered from multiple places,
268 * such as the SceneTreeDock or a main screen editor plugin (e.g. CanvasItemEditor).
269 */
270class EditorSelection : public Object {
271 GDCLASS(EditorSelection, Object);
272
273 // Contains the selected nodes and corresponding metadata.
274 // Metadata objects come from calling _get_editor_data on the editor_plugins, passing the selected node.
275 HashMap<Node *, Object *> selection;
276
277 // Tracks whether the selection change signal has been emitted.
278 // Prevents multiple signals being called in one frame.
279 bool emitted = false;
280
281 bool changed = false;
282 bool node_list_changed = false;
283
284 void _node_removed(Node *p_node);
285
286 // Editor plugins which are related to selection.
287 List<Object *> editor_plugins;
288 List<Node *> selected_node_list;
289
290 void _update_node_list();
291 TypedArray<Node> _get_transformable_selected_nodes();
292 void _emit_change();
293
294protected:
295 static void _bind_methods();
296
297public:
298 void add_node(Node *p_node);
299 void remove_node(Node *p_node);
300 bool is_selected(Node *p_node) const;
301
302 template <class T>
303 T *get_node_editor_data(Node *p_node) {
304 if (!selection.has(p_node)) {
305 return nullptr;
306 }
307 return Object::cast_to<T>(selection[p_node]);
308 }
309
310 // Adds an editor plugin which can provide metadata for selected nodes.
311 void add_editor_plugin(Object *p_object);
312
313 void update();
314 void clear();
315
316 // Returns all the selected nodes.
317 TypedArray<Node> get_selected_nodes();
318 // Returns only the top level selected nodes.
319 // That is, if the selection includes some node and a child of that node, only the parent is returned.
320 List<Node *> &get_selected_node_list();
321 // Returns all the selected nodes (list version of "get_selected_nodes").
322 List<Node *> get_full_selected_node_list();
323 // Returns the map of selected objects and their metadata.
324 HashMap<Node *, Object *> &get_selection() { return selection; }
325
326 EditorSelection();
327 ~EditorSelection();
328};
329
330#endif // EDITOR_DATA_H
331