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Embedding game process in editor

This commit is contained in:
Hilderin
2024-09-25 16:57:23 -04:00
parent fafc07335b
commit 9d2a4c03be
44 changed files with 1712 additions and 134 deletions

View File

@@ -30,12 +30,20 @@
#include "game_view_plugin.h"
#include "core/config/project_settings.h"
#include "core/debugger/debugger_marshalls.h"
#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_command_palette.h"
#include "editor/editor_interface.h"
#include "editor/editor_main_screen.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/gui/editor_run_bar.h"
#include "editor/plugins/embedded_process.h"
#include "editor/themes/editor_scale.h"
#include "editor/window_wrapper.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/separator.h"
@@ -184,6 +192,79 @@ void GameView::_sessions_changed() {
_update_debugger_buttons();
}
void GameView::_instance_starting_static(int p_idx, List<String> &r_arguments) {
ERR_FAIL_NULL(singleton);
singleton->_instance_starting(p_idx, r_arguments);
}
void GameView::_instance_starting(int p_idx, List<String> &r_arguments) {
if (p_idx == 0 && embed_on_play && make_floating_on_play && !window_wrapper->get_window_enabled() && EditorNode::get_singleton()->is_multi_window_enabled()) {
window_wrapper->restore_window_from_saved_position(floating_window_rect, floating_window_screen, floating_window_screen_rect);
}
_update_arguments_for_instance(p_idx, r_arguments);
}
void GameView::_play_pressed() {
OS::ProcessID current_process_id = EditorRunBar::get_singleton()->get_current_process();
if (current_process_id == 0) {
return;
}
if (!window_wrapper->get_window_enabled()) {
screen_index_before_start = EditorNode::get_singleton()->get_editor_main_screen()->get_selected_index();
}
if (embed_on_play) {
// It's important to disable the low power mode when unfocused because otherwise
// the button in the editor are not responsive and if the user moves the mouse quickly,
// the mouse clicks are not registered.
EditorNode::get_singleton()->set_unfocused_low_processor_usage_mode_enabled(false);
_update_embed_window_size();
if (!window_wrapper->get_window_enabled()) {
EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_GAME);
embedded_process->grab_focus();
}
embedded_process->embed_process(current_process_id);
_update_ui();
}
}
void GameView::_stop_pressed() {
EditorNode::get_singleton()->set_unfocused_low_processor_usage_mode_enabled(true);
embedded_process->reset();
_update_ui();
if (window_wrapper->get_window_enabled()) {
window_wrapper->set_window_enabled(false);
}
if (screen_index_before_start >= 0 && EditorNode::get_singleton()->get_editor_main_screen()->get_selected_index() == EditorMainScreen::EDITOR_GAME) {
// We go back to the screen where the user was before starting the game.
EditorNode::get_singleton()->get_editor_main_screen()->select(screen_index_before_start);
}
screen_index_before_start = -1;
}
void GameView::_embedding_completed() {
_update_ui();
}
void GameView::_embedding_failed() {
state_label->set_text(TTR("Connection impossible to the game process."));
}
void GameView::_embedded_process_updated() {
const Rect2i game_rect = embedded_process->get_screen_embedded_window_rect();
game_size_label->set_text(vformat("%dx%d", game_rect.size.x, game_rect.size.y));
}
void GameView::_project_settings_changed() {
// Update the window size and aspect ratio.
_update_embed_window_size();
}
void GameView::_update_debugger_buttons() {
bool empty = active_sessions == 0;
@@ -229,6 +310,67 @@ void GameView::_select_mode_pressed(int p_option) {
debugger->set_select_mode(mode);
}
void GameView::_embed_options_menu_menu_id_pressed(int p_id) {
switch (p_id) {
case EMBED_RUN_GAME_EMBEDDED: {
embed_on_play = !embed_on_play;
EditorSettings::get_singleton()->set_project_metadata("game_view", "embed_on_play", embed_on_play);
} break;
case EMBED_MAKE_FLOATING_ON_PLAY: {
make_floating_on_play = !make_floating_on_play;
EditorSettings::get_singleton()->set_project_metadata("game_view", "make_floating_on_play", make_floating_on_play);
} break;
}
_update_embed_menu_options();
}
void GameView::_keep_aspect_button_pressed() {
embedded_process->set_keep_aspect(keep_aspect_button->is_pressed());
}
void GameView::_update_ui() {
bool show_game_size = false;
if (!DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) {
state_label->set_text(TTR("Game embedding not available on your OS."));
} else if (embedded_process->is_embedding_completed()) {
state_label->set_text("");
show_game_size = true;
} else if (embedded_process->is_embedding_in_progress()) {
state_label->set_text(TTR("Game starting..."));
} else if (EditorRunBar::get_singleton()->is_playing()) {
state_label->set_text(TTR("Game running not embedded."));
} else if (embed_on_play) {
state_label->set_text(TTR("Press play to start the game."));
} else {
state_label->set_text(TTR("Embedding is disabled."));
}
game_size_label->set_visible(show_game_size);
}
void GameView::_update_embed_menu_options() {
PopupMenu *menu = embed_options_menu->get_popup();
menu->set_item_checked(menu->get_item_index(EMBED_RUN_GAME_EMBEDDED), embed_on_play);
menu->set_item_checked(menu->get_item_index(EMBED_MAKE_FLOATING_ON_PLAY), make_floating_on_play);
// When embed is Off or in single window mode, Make floating is not available.
menu->set_item_disabled(menu->get_item_index(EMBED_MAKE_FLOATING_ON_PLAY), !embed_on_play || !EditorNode::get_singleton()->is_multi_window_enabled());
}
void GameView::_update_embed_window_size() {
Size2 window_size;
window_size.x = GLOBAL_GET("display/window/size/viewport_width");
window_size.y = GLOBAL_GET("display/window/size/viewport_height");
Size2 desired_size;
desired_size.x = GLOBAL_GET("display/window/size/window_width_override");
desired_size.y = GLOBAL_GET("display/window/size/window_height_override");
if (desired_size.x > 0 && desired_size.y > 0) {
window_size = desired_size;
}
embedded_process->set_window_size(window_size);
}
void GameView::_hide_selection_toggled(bool p_pressed) {
hide_selection->set_button_icon(get_editor_theme_icon(p_pressed ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible")));
@@ -287,10 +429,44 @@ void GameView::_notification(int p_what) {
select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_button_icon(get_editor_theme_icon(SNAME("ListSelect")));
hide_selection->set_button_icon(get_editor_theme_icon(hide_selection->is_pressed() ? SNAME("GuiVisibilityHidden") : SNAME("GuiVisibilityVisible")));
keep_aspect_button->set_button_icon(get_editor_theme_icon(SNAME("KeepAspect")));
embed_options_menu->set_button_icon(get_editor_theme_icon(SNAME("GuiTabMenuHl")));
camera_override_button->set_button_icon(get_editor_theme_icon(SNAME("Camera")));
camera_override_menu->set_button_icon(get_editor_theme_icon(SNAME("GuiTabMenuHl")));
} break;
case NOTIFICATION_READY: {
if (DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) {
// Embedding available.
embed_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "embed_on_play", true);
make_floating_on_play = EditorSettings::get_singleton()->get_project_metadata("game_view", "make_floating_on_play", true);
keep_aspect_button->set_pressed(EditorSettings::get_singleton()->get_project_metadata("game_view", "keep_aspect", true));
_update_embed_menu_options();
EditorRunBar::get_singleton()->connect("play_pressed", callable_mp(this, &GameView::_play_pressed));
EditorRunBar::get_singleton()->connect("stop_pressed", callable_mp(this, &GameView::_stop_pressed));
EditorRun::instance_starting_callback = _instance_starting_static;
// Listen for project settings changes to update the window size and aspect ratio.
ProjectSettings::get_singleton()->connect("settings_changed", callable_mp(this, &GameView::_project_settings_changed));
embedded_process->set_keep_aspect(keep_aspect_button->is_pressed());
} else {
// Embedding not available.
embedding_separator->hide();
embed_options_menu->hide();
keep_aspect_button->hide();
keep_aspect_button->hide();
}
_update_ui();
} break;
case NOTIFICATION_WM_POSITION_CHANGED: {
if (window_wrapper->get_window_enabled()) {
_update_floating_window_settings();
}
} break;
}
}
@@ -329,8 +505,85 @@ Dictionary GameView::get_state() const {
return d;
}
GameView::GameView(Ref<GameViewDebugger> p_debugger) {
void GameView::set_window_layout(Ref<ConfigFile> p_layout) {
floating_window_rect = p_layout->get_value("GameView", "floating_window_rect", Rect2i());
floating_window_screen = p_layout->get_value("GameView", "floating_window_screen", -1);
floating_window_screen_rect = p_layout->get_value("GameView", "floating_window_screen_rect", Rect2i());
}
void GameView::get_window_layout(Ref<ConfigFile> p_layout) {
if (window_wrapper->get_window_enabled()) {
_update_floating_window_settings();
}
p_layout->set_value("GameView", "floating_window_rect", floating_window_rect);
p_layout->set_value("GameView", "floating_window_screen", floating_window_screen);
p_layout->set_value("GameView", "floating_window_screen_rect", floating_window_screen_rect);
}
void GameView::_update_floating_window_settings() {
if (window_wrapper->get_window_enabled()) {
floating_window_rect = window_wrapper->get_window_rect();
floating_window_screen = window_wrapper->get_window_screen();
floating_window_screen_rect = DisplayServer::get_singleton()->screen_get_usable_rect(floating_window_screen);
}
}
void GameView::_update_arguments_for_instance(int p_idx, List<String> &r_arguments) {
if (p_idx != 0 || !embed_on_play || !DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) {
return;
}
// Remove duplicates/unwanted parameters.
List<String>::Element *E = r_arguments.front();
while (E) {
List<String>::Element *N = E->next();
//For these parameters, we need to also renove the value.
if (E->get() == "--position" || E->get() == "--resolution" || E->get() == "--screen") {
r_arguments.erase(E);
if (N) {
List<String>::Element *V = N->next();
r_arguments.erase(N);
N = V;
}
} else if (E->get() == "-f" || E->get() == "--fullscreen" || E->get() == "-m" || E->get() == "--maximized" || E->get() == "-t" || E->get() == "-always-on-top") {
r_arguments.erase(E);
}
E = N;
}
// Add the editor window's native ID so the started game can directly set it as its parent.
r_arguments.push_back("--wid");
r_arguments.push_back(itos(DisplayServer::get_singleton()->window_get_native_handle(DisplayServer::WINDOW_HANDLE, get_window()->get_window_id())));
// Be sure to have the correct window size in the embedded_process control.
_update_embed_window_size();
Rect2i rect = embedded_process->get_screen_embedded_window_rect();
r_arguments.push_back("--position");
r_arguments.push_back(itos(rect.position.x) + "," + itos(rect.position.y));
r_arguments.push_back("--resolution");
r_arguments.push_back(itos(rect.size.x) + "x" + itos(rect.size.y));
}
void GameView::_window_before_closing() {
// Before the parent window closed, we close the embedded game. That prevents
// the embedded game to be seen without a parent window for a fraction of second.
if (EditorRunBar::get_singleton()->is_playing() && (embedded_process->is_embedding_completed() || embedded_process->is_embedding_in_progress())) {
embedded_process->reset();
// Call deferred to prevent the _stop_pressed callback to be executed before the wrapper window
// actually closes.
callable_mp(EditorRunBar::get_singleton(), &EditorRunBar::stop_playing).call_deferred();
}
}
GameView::GameView(Ref<GameViewDebugger> p_debugger, WindowWrapper *p_wrapper) {
singleton = this;
debugger = p_debugger;
window_wrapper = p_wrapper;
// Add some margin to the sides for better aesthetics.
// This prevents the first button's hover/pressed effect from "touching" the panel's border,
@@ -438,21 +691,86 @@ GameView::GameView(Ref<GameViewDebugger> p_debugger) {
menu->set_item_checked(menu->get_item_index(CAMERA_MODE_INGAME), true);
menu->add_radio_check_item(TTR("Manipulate From Editors"), CAMERA_MODE_EDITORS);
_update_debugger_buttons();
embedding_separator = memnew(VSeparator);
main_menu_hbox->add_child(embedding_separator);
keep_aspect_button = memnew(Button);
main_menu_hbox->add_child(keep_aspect_button);
keep_aspect_button->set_toggle_mode(true);
keep_aspect_button->set_theme_type_variation("FlatButton");
keep_aspect_button->set_tooltip_text(TTR("Keep the aspect ratio of the embedded game."));
keep_aspect_button->connect(SceneStringName(pressed), callable_mp(this, &GameView::_keep_aspect_button_pressed));
embed_options_menu = memnew(MenuButton);
main_menu_hbox->add_child(embed_options_menu);
embed_options_menu->set_flat(false);
embed_options_menu->set_theme_type_variation("FlatMenuButton");
embed_options_menu->set_h_size_flags(SIZE_SHRINK_END);
embed_options_menu->set_tooltip_text(TTR("Embedding Options"));
menu = embed_options_menu->get_popup();
menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_embed_options_menu_menu_id_pressed));
menu->add_check_item(TTR("Embed Game on Next Play"), EMBED_RUN_GAME_EMBEDDED);
menu->add_check_item(TTR("Make Game Workspace Floating on Next Play"), EMBED_MAKE_FLOATING_ON_PLAY);
main_menu_hbox->add_spacer();
game_size_label = memnew(Label());
main_menu_hbox->add_child(game_size_label);
game_size_label->hide();
panel = memnew(Panel);
add_child(panel);
panel->set_theme_type_variation("GamePanel");
panel->set_v_size_flags(SIZE_EXPAND_FILL);
embedded_process = memnew(EmbeddedProcess);
panel->add_child(embedded_process);
embedded_process->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
embedded_process->connect("embedding_failed", callable_mp(this, &GameView::_embedding_failed));
embedded_process->connect("embedding_completed", callable_mp(this, &GameView::_embedding_completed));
embedded_process->connect("embedded_process_updated", callable_mp(this, &GameView::_embedded_process_updated));
embedded_process->set_custom_minimum_size(Size2i(100, 100));
state_label = memnew(Label());
panel->add_child(state_label);
state_label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_CENTER);
state_label->set_vertical_alignment(VERTICAL_ALIGNMENT_CENTER);
state_label->set_autowrap_mode(TextServer::AUTOWRAP_WORD);
state_label->set_anchors_and_offsets_preset(PRESET_FULL_RECT);
_update_debugger_buttons();
p_debugger->connect("session_started", callable_mp(this, &GameView::_sessions_changed));
p_debugger->connect("session_stopped", callable_mp(this, &GameView::_sessions_changed));
p_wrapper->connect("window_before_closing", callable_mp(this, &GameView::_window_before_closing));
p_wrapper->connect("window_size_changed", callable_mp(this, &GameView::_update_floating_window_settings));
}
///////
void GameViewPlugin::make_visible(bool p_visible) {
game_view->set_visible(p_visible);
if (p_visible) {
window_wrapper->show();
} else {
window_wrapper->hide();
}
}
void GameViewPlugin::selected_notify() {
if (window_wrapper->get_window_enabled()) {
window_wrapper->grab_window_focus();
_focus_another_editor();
}
}
void GameViewPlugin::set_window_layout(Ref<ConfigFile> p_layout) {
game_view->set_window_layout(p_layout);
}
void GameViewPlugin::get_window_layout(Ref<ConfigFile> p_layout) {
game_view->get_window_layout(p_layout);
}
void GameViewPlugin::set_state(const Dictionary &p_state) {
@@ -467,20 +785,48 @@ void GameViewPlugin::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
add_debugger_plugin(debugger);
connect("main_screen_changed", callable_mp(this, &GameViewPlugin::_save_last_editor));
} break;
case NOTIFICATION_EXIT_TREE: {
remove_debugger_plugin(debugger);
disconnect("main_screen_changed", callable_mp(this, &GameViewPlugin::_save_last_editor));
} break;
}
}
void GameViewPlugin::_window_visibility_changed(bool p_visible) {
_focus_another_editor();
}
void GameViewPlugin::_save_last_editor(const String &p_editor) {
if (p_editor != get_name()) {
last_editor = p_editor;
}
}
void GameViewPlugin::_focus_another_editor() {
if (window_wrapper->get_window_enabled()) {
ERR_FAIL_COND(last_editor.is_empty());
EditorInterface::get_singleton()->set_main_screen_editor(last_editor);
}
}
GameViewPlugin::GameViewPlugin() {
window_wrapper = memnew(WindowWrapper);
window_wrapper->set_window_title(vformat(TTR("%s - Godot Engine"), TTR("Game Workspace")));
window_wrapper->set_margins_enabled(true);
debugger.instantiate();
game_view = memnew(GameView(debugger));
game_view = memnew(GameView(debugger, window_wrapper));
game_view->set_v_size_flags(Control::SIZE_EXPAND_FILL);
EditorNode::get_singleton()->get_editor_main_screen()->get_control()->add_child(game_view);
game_view->hide();
window_wrapper->set_wrapped_control(game_view, nullptr);
EditorNode::get_singleton()->get_editor_main_screen()->get_control()->add_child(window_wrapper);
window_wrapper->set_v_size_flags(Control::SIZE_EXPAND_FILL);
window_wrapper->hide();
window_wrapper->connect("window_visibility_changed", callable_mp(this, &GameViewPlugin::_window_visibility_changed));
}
GameViewPlugin::~GameViewPlugin() {