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Hide 3D mode in Game view if the feature is disabled
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@@ -108,10 +108,6 @@ void GameViewDebugger::_session_stopped() {
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emit_signal(SNAME("session_stopped"));
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}
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void GameViewDebugger::set_is_feature_enabled(bool p_enabled) {
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is_feature_enabled = p_enabled;
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}
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void GameViewDebugger::set_suspend(bool p_enabled) {
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Array message;
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message.append(p_enabled);
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@@ -213,11 +209,20 @@ void GameViewDebugger::setup_session(int p_session_id) {
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session->connect("stopped", callable_mp(this, &GameViewDebugger::_session_stopped));
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}
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void GameViewDebugger::_feature_profile_changed() {
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Ref<EditorFeatureProfile> profile = EditorFeatureProfileManager::get_singleton()->get_current_profile();
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is_feature_enabled = profile.is_null() || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_GAME);
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}
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void GameViewDebugger::_bind_methods() {
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ADD_SIGNAL(MethodInfo("session_started"));
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ADD_SIGNAL(MethodInfo("session_stopped"));
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}
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GameViewDebugger::GameViewDebugger() {
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EditorFeatureProfileManager::get_singleton()->connect("current_feature_profile_changed", callable_mp(this, &GameViewDebugger::_feature_profile_changed));
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}
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///////
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void GameView::_sessions_changed() {
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@@ -248,6 +253,7 @@ void GameView::_instance_starting(int p_idx, List<String> &r_arguments) {
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if (!is_feature_enabled) {
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return;
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}
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if (p_idx == 0 && embed_on_play && make_floating_on_play && window_wrapper->is_window_available() && !window_wrapper->get_window_enabled() && _get_embed_available() == EMBED_AVAILABLE) {
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// Set the Floating Window default title. Always considered in DEBUG mode, same as in Window::set_title.
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String appname = GLOBAL_GET("application/config/name");
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@@ -429,6 +435,10 @@ void GameView::_node_type_pressed(int p_option) {
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void GameView::_select_mode_pressed(int p_option) {
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RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)p_option;
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if (!select_mode_button[mode]->is_visible()) {
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return;
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}
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for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) {
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select_mode_button[i]->set_pressed_no_signal(i == mode);
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}
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@@ -723,10 +733,6 @@ void GameView::_notification(int p_what) {
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}
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}
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void GameView::set_is_feature_enabled(bool p_enabled) {
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is_feature_enabled = p_enabled;
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}
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void GameView::set_window_layout(Ref<ConfigFile> p_layout) {
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floating_window_rect = p_layout->get_value("GameView", "floating_window_rect", Rect2i());
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floating_window_screen = p_layout->get_value("GameView", "floating_window_screen", -1);
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@@ -884,6 +890,19 @@ void GameView::_debugger_breaked(bool p_breaked, bool p_can_debug) {
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_update_embed_window_size();
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}
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void GameView::_feature_profile_changed() {
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Ref<EditorFeatureProfile> profile = EditorFeatureProfileManager::get_singleton()->get_current_profile();
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bool is_profile_null = profile.is_null();
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is_feature_enabled = is_profile_null || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_GAME);
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bool is_3d_enabled = is_profile_null || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D);
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if (!is_3d_enabled && node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->is_pressed()) {
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_node_type_pressed(RuntimeNodeSelect::NODE_TYPE_NONE);
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}
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node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_visible(is_3d_enabled);
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}
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GameView::GameView(Ref<GameViewDebugger> p_debugger, WindowWrapper *p_wrapper) {
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singleton = this;
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@@ -1090,6 +1109,8 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger, WindowWrapper *p_wrapper) {
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p_wrapper->connect("window_size_changed", callable_mp(this, &GameView::_update_floating_window_settings));
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EditorDebuggerNode::get_singleton()->connect("breaked", callable_mp(this, &GameView::_debugger_breaked));
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EditorFeatureProfileManager::get_singleton()->connect("current_feature_profile_changed", callable_mp(this, &GameView::_feature_profile_changed));
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}
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///////
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@@ -1136,24 +1157,6 @@ void GameViewPlugin::_notification(int p_what) {
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}
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}
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void GameViewPlugin::_feature_profile_changed() {
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bool is_feature_enabled = true;
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Ref<EditorFeatureProfile> profile = EditorFeatureProfileManager::get_singleton()->get_current_profile();
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if (profile.is_valid()) {
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is_feature_enabled = !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_GAME);
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}
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if (debugger.is_valid()) {
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debugger->set_is_feature_enabled(is_feature_enabled);
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}
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#ifndef ANDROID_ENABLED
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if (game_view) {
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game_view->set_is_feature_enabled(is_feature_enabled);
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}
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#endif // ANDROID_ENABLED
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}
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void GameViewPlugin::_save_last_editor(const String &p_editor) {
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if (p_editor != get_plugin_name()) {
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last_editor = p_editor;
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@@ -1196,6 +1199,4 @@ GameViewPlugin::GameViewPlugin() {
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window_wrapper->hide();
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window_wrapper->connect("window_visibility_changed", callable_mp(this, &GameViewPlugin::_focus_another_editor).unbind(1));
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#endif // ANDROID_ENABLED
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EditorFeatureProfileManager::get_singleton()->connect("current_feature_profile_changed", callable_mp(this, &GameViewPlugin::_feature_profile_changed));
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}
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@@ -58,12 +58,12 @@ private:
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void _session_started(Ref<EditorDebuggerSession> p_session);
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void _session_stopped();
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void _feature_profile_changed();
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protected:
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static void _bind_methods();
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public:
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void set_is_feature_enabled(bool p_enabled);
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void set_suspend(bool p_enabled);
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void next_frame();
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@@ -81,6 +81,8 @@ public:
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void reset_camera_3d_position();
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virtual void setup_session(int p_session_id) override;
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GameViewDebugger();
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};
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class GameView : public VBoxContainer {
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@@ -198,12 +200,12 @@ class GameView : public VBoxContainer {
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void _debugger_breaked(bool p_breaked, bool p_can_debug);
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void _feature_profile_changed();
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protected:
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void _notification(int p_what);
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public:
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void set_is_feature_enabled(bool p_enabled);
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void set_state(const Dictionary &p_state);
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Dictionary get_state() const;
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@@ -225,7 +227,6 @@ class GameViewPlugin : public EditorPlugin {
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String last_editor;
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void _feature_profile_changed();
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#ifndef ANDROID_ENABLED
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void _window_visibility_changed(bool p_visible);
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#endif // ANDROID_ENABLED
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