/**************************************************************************/ /* game_view_plugin.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #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" void GameViewDebugger::_session_started(Ref p_session) { Array setup_data; Dictionary settings; settings["editors/panning/2d_editor_panning_scheme"] = EDITOR_GET("editors/panning/2d_editor_panning_scheme"); settings["editors/panning/simple_panning"] = EDITOR_GET("editors/panning/simple_panning"); settings["editors/panning/warped_mouse_panning"] = EDITOR_GET("editors/panning/warped_mouse_panning"); settings["editors/panning/2d_editor_pan_speed"] = EDITOR_GET("editors/panning/2d_editor_pan_speed"); settings["canvas_item_editor/pan_view"] = DebuggerMarshalls::serialize_key_shortcut(ED_GET_SHORTCUT("canvas_item_editor/pan_view")); setup_data.append(settings); p_session->send_message("scene:runtime_node_select_setup", setup_data); Array type; type.append(node_type); p_session->send_message("scene:runtime_node_select_set_type", type); Array visible; visible.append(selection_visible); p_session->send_message("scene:runtime_node_select_set_visible", visible); Array mode; mode.append(select_mode); p_session->send_message("scene:runtime_node_select_set_mode", mode); emit_signal(SNAME("session_started")); } void GameViewDebugger::_session_stopped() { emit_signal(SNAME("session_stopped")); } void GameViewDebugger::set_suspend(bool p_enabled) { Array message; message.append(p_enabled); for (Ref &I : sessions) { if (I->is_active()) { I->send_message("scene:suspend_changed", message); } } } void GameViewDebugger::next_frame() { for (Ref &I : sessions) { if (I->is_active()) { I->send_message("scene:next_frame", Array()); } } } void GameViewDebugger::set_node_type(int p_type) { node_type = p_type; Array message; message.append(p_type); for (Ref &I : sessions) { if (I->is_active()) { I->send_message("scene:runtime_node_select_set_type", message); } } } void GameViewDebugger::set_selection_visible(bool p_visible) { selection_visible = p_visible; Array message; message.append(p_visible); for (Ref &I : sessions) { if (I->is_active()) { I->send_message("scene:runtime_node_select_set_visible", message); } } } void GameViewDebugger::set_select_mode(int p_mode) { select_mode = p_mode; Array message; message.append(p_mode); for (Ref &I : sessions) { if (I->is_active()) { I->send_message("scene:runtime_node_select_set_mode", message); } } } void GameViewDebugger::set_camera_override(bool p_enabled) { EditorDebuggerNode::get_singleton()->set_camera_override(p_enabled ? camera_override_mode : EditorDebuggerNode::OVERRIDE_NONE); } void GameViewDebugger::set_camera_manipulate_mode(EditorDebuggerNode::CameraOverride p_mode) { camera_override_mode = p_mode; if (EditorDebuggerNode::get_singleton()->get_camera_override() != EditorDebuggerNode::OVERRIDE_NONE) { set_camera_override(true); } } void GameViewDebugger::reset_camera_2d_position() { for (Ref &I : sessions) { if (I->is_active()) { I->send_message("scene:runtime_node_select_reset_camera_2d", Array()); } } } void GameViewDebugger::reset_camera_3d_position() { for (Ref &I : sessions) { if (I->is_active()) { I->send_message("scene:runtime_node_select_reset_camera_3d", Array()); } } } void GameViewDebugger::setup_session(int p_session_id) { Ref session = get_session(p_session_id); ERR_FAIL_COND(session.is_null()); sessions.append(session); session->connect("started", callable_mp(this, &GameViewDebugger::_session_started).bind(session)); session->connect("stopped", callable_mp(this, &GameViewDebugger::_session_stopped)); } void GameViewDebugger::_bind_methods() { ADD_SIGNAL(MethodInfo("session_started")); ADD_SIGNAL(MethodInfo("session_stopped")); } /////// void GameView::_sessions_changed() { // The debugger session's `session_started/stopped` signal can be unreliable, so count it manually. active_sessions = 0; Array sessions = debugger->get_sessions(); for (int i = 0; i < sessions.size(); i++) { if (Object::cast_to(sessions[i])->is_active()) { active_sessions++; } } _update_debugger_buttons(); } void GameView::_instance_starting_static(int p_idx, List &r_arguments) { ERR_FAIL_NULL(singleton); singleton->_instance_starting(p_idx, r_arguments); } void GameView::_instance_starting(int p_idx, List &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; suspend_button->set_disabled(empty); camera_override_button->set_disabled(empty); PopupMenu *menu = camera_override_menu->get_popup(); bool disable_camera_reset = empty || !camera_override_button->is_pressed() || !menu->is_item_checked(menu->get_item_index(CAMERA_MODE_INGAME)); menu->set_item_disabled(CAMERA_RESET_2D, disable_camera_reset); menu->set_item_disabled(CAMERA_RESET_3D, disable_camera_reset); if (empty) { suspend_button->set_pressed(false); camera_override_button->set_pressed(false); } next_frame_button->set_disabled(!suspend_button->is_pressed()); } void GameView::_suspend_button_toggled(bool p_pressed) { _update_debugger_buttons(); debugger->set_suspend(p_pressed); } void GameView::_node_type_pressed(int p_option) { RuntimeNodeSelect::NodeType type = (RuntimeNodeSelect::NodeType)p_option; for (int i = 0; i < RuntimeNodeSelect::NODE_TYPE_MAX; i++) { node_type_button[i]->set_pressed_no_signal(i == type); } _update_debugger_buttons(); debugger->set_node_type(type); } void GameView::_select_mode_pressed(int p_option) { RuntimeNodeSelect::SelectMode mode = (RuntimeNodeSelect::SelectMode)p_option; for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) { select_mode_button[i]->set_pressed_no_signal(i == mode); } 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"))); debugger->set_selection_visible(!p_pressed); } void GameView::_camera_override_button_toggled(bool p_pressed) { _update_debugger_buttons(); debugger->set_camera_override(p_pressed); } void GameView::_camera_override_menu_id_pressed(int p_id) { PopupMenu *menu = camera_override_menu->get_popup(); if (p_id != CAMERA_RESET_2D && p_id != CAMERA_RESET_3D) { for (int i = 0; i < menu->get_item_count(); i++) { menu->set_item_checked(i, false); } } switch (p_id) { case CAMERA_RESET_2D: { debugger->reset_camera_2d_position(); } break; case CAMERA_RESET_3D: { debugger->reset_camera_3d_position(); } break; case CAMERA_MODE_INGAME: { debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_INGAME); menu->set_item_checked(menu->get_item_index(p_id), true); _update_debugger_buttons(); } break; case CAMERA_MODE_EDITORS: { debugger->set_camera_manipulate_mode(EditorDebuggerNode::OVERRIDE_EDITORS); menu->set_item_checked(menu->get_item_index(p_id), true); _update_debugger_buttons(); } break; } } void GameView::_notification(int p_what) { switch (p_what) { case NOTIFICATION_THEME_CHANGED: { suspend_button->set_button_icon(get_editor_theme_icon(SNAME("Pause"))); next_frame_button->set_button_icon(get_editor_theme_icon(SNAME("NextFrame"))); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_button_icon(get_editor_theme_icon(SNAME("InputEventJoypadMotion"))); node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_button_icon(get_editor_theme_icon(SNAME("2DNodes"))); #ifndef _3D_DISABLED node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_button_icon(get_editor_theme_icon(SNAME("Node3D"))); #endif // _3D_DISABLED select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_button_icon(get_editor_theme_icon(SNAME("ToolSelect"))); 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; } } void GameView::set_state(const Dictionary &p_state) { if (p_state.has("hide_selection")) { hide_selection->set_pressed(p_state["hide_selection"]); _hide_selection_toggled(hide_selection->is_pressed()); } if (p_state.has("select_mode")) { _select_mode_pressed(p_state["select_mode"]); } if (p_state.has("camera_override_mode")) { _camera_override_menu_id_pressed(p_state["camera_override_mode"]); } } Dictionary GameView::get_state() const { Dictionary d; d["hide_selection"] = hide_selection->is_pressed(); for (int i = 0; i < RuntimeNodeSelect::SELECT_MODE_MAX; i++) { if (select_mode_button[i]->is_pressed()) { d["select_mode"] = i; break; } } PopupMenu *menu = camera_override_menu->get_popup(); for (int i = CAMERA_MODE_INGAME; i < CAMERA_MODE_EDITORS + 1; i++) { if (menu->is_item_checked(menu->get_item_index(i))) { d["camera_override_mode"] = i; break; } } return d; } void GameView::set_window_layout(Ref 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 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 &r_arguments) { if (p_idx != 0 || !embed_on_play || !DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_WINDOW_EMBEDDING)) { return; } // Remove duplicates/unwanted parameters. List::Element *E = r_arguments.front(); while (E) { List::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::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 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, // which looks ugly. MarginContainer *toolbar_margin = memnew(MarginContainer); toolbar_margin->add_theme_constant_override("margin_left", 4 * EDSCALE); toolbar_margin->add_theme_constant_override("margin_right", 4 * EDSCALE); add_child(toolbar_margin); HBoxContainer *main_menu_hbox = memnew(HBoxContainer); toolbar_margin->add_child(main_menu_hbox); suspend_button = memnew(Button); main_menu_hbox->add_child(suspend_button); suspend_button->set_toggle_mode(true); suspend_button->set_theme_type_variation(SceneStringName(FlatButton)); suspend_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_suspend_button_toggled)); suspend_button->set_tooltip_text(TTR("Suspend")); next_frame_button = memnew(Button); main_menu_hbox->add_child(next_frame_button); next_frame_button->set_theme_type_variation(SceneStringName(FlatButton)); next_frame_button->connect(SceneStringName(pressed), callable_mp(*debugger, &GameViewDebugger::next_frame)); next_frame_button->set_tooltip_text(TTR("Next Frame")); main_menu_hbox->add_child(memnew(VSeparator)); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE] = memnew(Button); main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_text(TTR("Input")); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_toggle_mode(true); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_pressed(true); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_theme_type_variation(SceneStringName(FlatButton)); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_NONE)); node_type_button[RuntimeNodeSelect::NODE_TYPE_NONE]->set_tooltip_text(TTR("Allow game input.")); node_type_button[RuntimeNodeSelect::NODE_TYPE_2D] = memnew(Button); main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]); node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_text(TTR("2D")); node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_toggle_mode(true); node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_theme_type_variation(SceneStringName(FlatButton)); node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_2D)); node_type_button[RuntimeNodeSelect::NODE_TYPE_2D]->set_tooltip_text(TTR("Disable game input and allow to select Node2Ds, Controls, and manipulate the 2D camera.")); #ifndef _3D_DISABLED node_type_button[RuntimeNodeSelect::NODE_TYPE_3D] = memnew(Button); main_menu_hbox->add_child(node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]); node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_text(TTR("3D")); node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_toggle_mode(true); node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_theme_type_variation(SceneStringName(FlatButton)); node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_node_type_pressed).bind(RuntimeNodeSelect::NODE_TYPE_3D)); node_type_button[RuntimeNodeSelect::NODE_TYPE_3D]->set_tooltip_text(TTR("Disable game input and allow to select Node3Ds and manipulate the 3D camera.")); #endif // _3D_DISABLED main_menu_hbox->add_child(memnew(VSeparator)); hide_selection = memnew(Button); main_menu_hbox->add_child(hide_selection); hide_selection->set_toggle_mode(true); hide_selection->set_theme_type_variation(SceneStringName(FlatButton)); hide_selection->connect(SceneStringName(toggled), callable_mp(this, &GameView::_hide_selection_toggled)); hide_selection->set_tooltip_text(TTR("Toggle Selection Visibility")); main_menu_hbox->add_child(memnew(VSeparator)); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE] = memnew(Button); main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_toggle_mode(true); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_pressed(true); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_theme_type_variation(SceneStringName(FlatButton)); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_SINGLE)); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut(ED_SHORTCUT("spatial_editor/tool_select", TTRC("Select Mode"), Key::Q)); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_shortcut_context(this); select_mode_button[RuntimeNodeSelect::SELECT_MODE_SINGLE]->set_tooltip_text(keycode_get_string((Key)KeyModifierMask::CMD_OR_CTRL) + TTR("Alt+RMB: Show list of all nodes at position clicked.")); select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST] = memnew(Button); main_menu_hbox->add_child(select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]); select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_toggle_mode(true); select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_theme_type_variation(SceneStringName(FlatButton)); select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->connect(SceneStringName(pressed), callable_mp(this, &GameView::_select_mode_pressed).bind(RuntimeNodeSelect::SELECT_MODE_LIST)); select_mode_button[RuntimeNodeSelect::SELECT_MODE_LIST]->set_tooltip_text(TTR("Show list of selectable nodes at position clicked.")); main_menu_hbox->add_child(memnew(VSeparator)); camera_override_button = memnew(Button); main_menu_hbox->add_child(camera_override_button); camera_override_button->set_toggle_mode(true); camera_override_button->set_theme_type_variation(SceneStringName(FlatButton)); camera_override_button->connect(SceneStringName(toggled), callable_mp(this, &GameView::_camera_override_button_toggled)); camera_override_button->set_tooltip_text(TTR("Override the in-game camera.")); camera_override_menu = memnew(MenuButton); main_menu_hbox->add_child(camera_override_menu); camera_override_menu->set_flat(false); camera_override_menu->set_theme_type_variation("FlatMenuButton"); camera_override_menu->set_h_size_flags(SIZE_SHRINK_END); camera_override_menu->set_tooltip_text(TTR("Camera Override Options")); PopupMenu *menu = camera_override_menu->get_popup(); menu->connect(SceneStringName(id_pressed), callable_mp(this, &GameView::_camera_override_menu_id_pressed)); menu->add_item(TTR("Reset 2D Camera"), CAMERA_RESET_2D); menu->add_item(TTR("Reset 3D Camera"), CAMERA_RESET_3D); menu->add_separator(); menu->add_radio_check_item(TTR("Manipulate In-Game"), CAMERA_MODE_INGAME); menu->set_item_checked(menu->get_item_index(CAMERA_MODE_INGAME), true); menu->add_radio_check_item(TTR("Manipulate From Editors"), CAMERA_MODE_EDITORS); 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) { 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 p_layout) { game_view->set_window_layout(p_layout); } void GameViewPlugin::get_window_layout(Ref p_layout) { game_view->get_window_layout(p_layout); } void GameViewPlugin::set_state(const Dictionary &p_state) { game_view->set_state(p_state); } Dictionary GameViewPlugin::get_state() const { return game_view->get_state(); } 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, window_wrapper)); game_view->set_v_size_flags(Control::SIZE_EXPAND_FILL); 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() { }