godot/editor/editor_dock_manager.h
2024-04-30 09:34:14 +08:00

212 lines
7.3 KiB
C++

/**************************************************************************/
/* editor_dock_manager.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef EDITOR_DOCK_MANAGER_H
#define EDITOR_DOCK_MANAGER_H
#include "scene/gui/popup.h"
#include "scene/gui/split_container.h"
class Button;
class ConfigFile;
class Control;
class PopupMenu;
class TabContainer;
class VBoxContainer;
class WindowWrapper;
class DockSplitContainer : public SplitContainer {
GDCLASS(DockSplitContainer, SplitContainer);
private:
bool is_updating = false;
protected:
void _update_visibility();
virtual void add_child_notify(Node *p_child) override;
virtual void remove_child_notify(Node *p_child) override;
};
class DockContextPopup;
class EditorDockManager : public Object {
GDCLASS(EditorDockManager, Object);
public:
enum DockSlot {
DOCK_SLOT_NONE = -1,
DOCK_SLOT_LEFT_UL,
DOCK_SLOT_LEFT_BL,
DOCK_SLOT_LEFT_UR,
DOCK_SLOT_LEFT_BR,
DOCK_SLOT_RIGHT_UL,
DOCK_SLOT_RIGHT_BL,
DOCK_SLOT_RIGHT_UR,
DOCK_SLOT_RIGHT_BR,
DOCK_SLOT_MAX
};
private:
friend class DockContextPopup;
struct DockInfo {
String title;
bool open = false;
bool enabled = true;
bool at_bottom = false;
int previous_tab_index = -1;
bool previous_at_bottom = false;
WindowWrapper *dock_window = nullptr;
int dock_slot_index = DOCK_SLOT_NONE;
Ref<Shortcut> shortcut;
Ref<Texture2D> icon; // Only used when `icon_name` is empty.
StringName icon_name;
};
static EditorDockManager *singleton;
// To access splits easily by index.
Vector<DockSplitContainer *> vsplits;
Vector<DockSplitContainer *> hsplits;
Vector<WindowWrapper *> dock_windows;
TabContainer *dock_slot[DOCK_SLOT_MAX];
HashMap<Control *, DockInfo> all_docks;
bool docks_visible = true;
DockContextPopup *dock_context_popup = nullptr;
PopupMenu *docks_menu = nullptr;
Vector<Control *> docks_menu_docks;
Control *closed_dock_parent = nullptr;
void _dock_split_dragged(int p_offset);
void _dock_container_gui_input(const Ref<InputEvent> &p_input, TabContainer *p_dock_container);
void _bottom_dock_button_gui_input(const Ref<InputEvent> &p_input, Control *p_dock, Button *p_bottom_button);
void _dock_container_update_visibility(TabContainer *p_dock_container);
void _update_layout();
void _update_docks_menu();
void _docks_menu_option(int p_id);
void _window_close_request(WindowWrapper *p_wrapper);
Control *_close_window(WindowWrapper *p_wrapper);
void _open_dock_in_window(Control *p_dock, bool p_show_window = true, bool p_reset_size = false);
void _restore_dock_to_saved_window(Control *p_dock, const Dictionary &p_window_dump);
void _dock_move_to_bottom(Control *p_dock);
void _dock_remove_from_bottom(Control *p_dock);
bool _is_dock_at_bottom(Control *p_dock);
void _move_dock_tab_index(Control *p_dock, int p_tab_index, bool p_set_current);
void _move_dock(Control *p_dock, Control *p_target, int p_tab_index = -1, bool p_set_current = true);
void _update_tab_style(Control *p_dock);
public:
static EditorDockManager *get_singleton() { return singleton; }
void update_tab_styles();
void set_tab_icon_max_width(int p_max_width);
void add_vsplit(DockSplitContainer *p_split);
void add_hsplit(DockSplitContainer *p_split);
void register_dock_slot(DockSlot p_dock_slot, TabContainer *p_tab_container);
int get_vsplit_count() const;
PopupMenu *get_docks_menu();
void save_docks_to_config(Ref<ConfigFile> p_layout, const String &p_section) const;
void load_docks_from_config(Ref<ConfigFile> p_layout, const String &p_section);
void set_dock_enabled(Control *p_dock, bool p_enabled);
void close_dock(Control *p_dock);
void open_dock(Control *p_dock, bool p_set_current = true);
void focus_dock(Control *p_dock);
TabContainer *get_dock_tab_container(Control *p_dock) const;
void bottom_dock_show_placement_popup(const Rect2i &p_position, Control *p_dock);
void set_docks_visible(bool p_show);
bool are_docks_visible() const;
void add_dock(Control *p_dock, const String &p_title = "", DockSlot p_slot = DOCK_SLOT_NONE, const Ref<Shortcut> &p_shortcut = nullptr, const StringName &p_icon_name = StringName());
void remove_dock(Control *p_dock);
void set_dock_tab_icon(Control *p_dock, const Ref<Texture2D> &p_icon);
EditorDockManager();
};
class DockContextPopup : public PopupPanel {
GDCLASS(DockContextPopup, PopupPanel);
VBoxContainer *dock_select_popup_vb = nullptr;
Button *make_float_button = nullptr;
Button *tab_move_left_button = nullptr;
Button *tab_move_right_button = nullptr;
Button *close_button = nullptr;
Button *dock_to_bottom_button = nullptr;
Control *dock_select = nullptr;
Rect2 dock_select_rects[EditorDockManager::DOCK_SLOT_MAX];
int dock_select_rect_over_idx = -1;
Control *context_dock = nullptr;
EditorDockManager *dock_manager = nullptr;
void _tab_move_left();
void _tab_move_right();
void _close_dock();
void _float_dock();
void _move_dock_to_bottom();
void _dock_select_input(const Ref<InputEvent> &p_input);
void _dock_select_mouse_exited();
void _dock_select_draw();
void _update_buttons();
protected:
void _notification(int p_what);
public:
void select_current_dock_in_dock_slot(int p_dock_slot);
void set_dock(Control *p_dock);
Control *get_dock() const;
void docks_updated();
DockContextPopup();
};
#endif // EDITOR_DOCK_MANAGER_H