Add "Game" editor for better runtime debugging

This commit is contained in:
Michael Alexsander
2024-09-18 18:07:18 -03:00
parent 8004c7524f
commit 16524a8a01
45 changed files with 2378 additions and 274 deletions

File diff suppressed because it is too large Load Diff

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@ -31,19 +31,21 @@
#ifndef SCENE_DEBUGGER_H
#define SCENE_DEBUGGER_H
#include "core/object/class_db.h"
#include "core/input/shortcut.h"
#include "core/object/ref_counted.h"
#include "core/string/ustring.h"
#include "core/templates/pair.h"
#include "core/variant/array.h"
#include "scene/gui/view_panner.h"
#include "scene/resources/mesh.h"
class PopupMenu;
class Script;
class Node;
class SceneDebugger {
public:
private:
static SceneDebugger *singleton;
inline static SceneDebugger *singleton = nullptr;
SceneDebugger();
@ -59,6 +61,7 @@ private:
static void _set_node_owner_recursive(Node *p_node, Node *p_owner);
static void _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value);
static void _send_object_id(ObjectID p_id, int p_max_size = 1 << 20);
static void _next_frame();
public:
static Error parse_message(void *p_user, const String &p_msg, const Array &p_args, bool &r_captured);
@ -160,11 +163,161 @@ private:
live_edit_root = NodePath("/root");
}
static LiveEditor *singleton;
inline static LiveEditor *singleton = nullptr;
public:
static LiveEditor *get_singleton();
};
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;
struct SelectResult {
Node *item = nullptr;
real_t order = 0;
_FORCE_INLINE_ bool operator<(const SelectResult &p_rr) const { return p_rr.order < order; }
};
bool has_selection = false;
Node *selected_node = nullptr;
PopupMenu *selection_list = nullptr;
bool selection_visible = true;
bool selection_update_queued = false;
bool camera_override = false;
// 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;
RID sbox_2d_canvas;
RID sbox_2d_ci;
Transform2D sbox_2d_xform;
Rect2 sbox_2d_rect;
#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
const float CAMERA_ZNEAR = 0.05;
const float CAMERA_ZFAR = 4'000;
const float CAMERA_BASE_FOV = 75;
const float CAMERA_MIN_FOV_SCALE = 0.1;
const float CAMERA_MAX_FOV_SCALE = 2.5;
const float FREELOOK_BASE_SPEED = 4;
const float RADS_PER_PIXEL = 0.004;
bool camera_first_override = true;
bool camera_freelook = false;
Vector2 previous_mouse_position;
Ref<ArrayMesh> sbox_3d_mesh;
Ref<ArrayMesh> sbox_3d_mesh_xray;
RID sbox_3d_instance;
RID sbox_3d_instance_ofs;
RID sbox_3d_instance_xray;
RID sbox_3d_instance_xray_ofs;
Transform3D sbox_3d_xform;
AABB sbox_3d_bounds;
#endif
Point2 selection_position = Point2(INFINITY, INFINITY);
bool list_shortcut_pressed = false;
NodeType node_select_type = NODE_TYPE_2D;
SelectMode node_select_mode = SELECT_MODE_SINGLE;
void _setup();
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 _click_point();
void _select_node(Node *p_node);
void _queue_selection_update();
void _update_selection();
void _clear_selection();
void _set_selection_visible(bool p_visible);
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 _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);
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 _cursor_look(Ref<InputEventWithModifiers> p_event);
void _cursor_pan(Ref<InputEventWithModifiers> p_event);
void _cursor_orbit(Ref<InputEventWithModifiers> p_event);
Transform3D _get_cursor_transform();
void _reset_camera_3d();
#endif
RuntimeNodeSelect() { singleton = this; }
inline static RuntimeNodeSelect *singleton = nullptr;
public:
static RuntimeNodeSelect *get_singleton();
~RuntimeNodeSelect();
};
#endif
#endif // SCENE_DEBUGGER_H