Allow to select multiple remote nodes at runtime

This commit is contained in:
Michael Alexsander
2024-11-18 15:44:38 -03:00
parent a77a28c029
commit 5c66129e62
22 changed files with 1441 additions and 527 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -36,11 +36,16 @@
#include "core/templates/pair.h"
#include "core/variant/array.h"
#include "scene/gui/view_panner.h"
#ifndef _3D_DISABLED
#include "scene/resources/mesh.h"
#endif // _3D_DISABLED
class CanvasItem;
class PopupMenu;
class Script;
class Node;
#ifndef _3D_DISABLED
class Node3D;
#endif // _3D_DISABLED
class SceneDebugger {
private:
@@ -60,8 +65,8 @@ private:
static void _save_node(ObjectID id, const String &p_path);
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 _set_object_property(ObjectID p_id, const String &p_property, const Variant &p_value, const String &p_field = "");
static void _send_object_ids(const Vector<ObjectID> &p_ids, bool p_update_selection);
static void _next_frame();
public:
@@ -179,30 +184,49 @@ public:
NODE_TYPE_NONE,
NODE_TYPE_2D,
NODE_TYPE_3D,
NODE_TYPE_MAX
NODE_TYPE_MAX,
};
enum SelectMode {
SELECT_MODE_SINGLE,
SELECT_MODE_LIST,
SELECT_MODE_MAX
SELECT_MODE_MAX,
};
private:
friend class SceneDebugger;
NodeType node_select_type = NODE_TYPE_2D;
SelectMode node_select_mode = SELECT_MODE_SINGLE;
struct SelectResult {
Node *item = nullptr;
real_t order = 0;
_FORCE_INLINE_ bool operator<(const SelectResult &p_rr) const { return p_rr.order < order; }
};
const int SELECTION_MIN_AREA = 8 * 8;
enum SelectionDragState {
SELECTION_DRAG_NONE,
SELECTION_DRAG_MOVE,
SELECTION_DRAG_END,
};
SelectionDragState selection_drag_state = SELECTION_DRAG_NONE;
bool has_selection = false;
Node *selected_node = nullptr;
int max_selection = 1;
Point2 selection_position = Point2(INFINITY, INFINITY);
Rect2 selection_drag_area;
PopupMenu *selection_list = nullptr;
Color selection_area_fill;
Color selection_area_outline;
bool selection_visible = true;
bool selection_update_queued = false;
bool warped_panning = false;
bool multi_shortcut_pressed = false;
bool list_shortcut_pressed = false;
RID draw_canvas;
RID sel_drag_ci;
bool camera_override = false;
@@ -213,11 +237,12 @@ private:
Ref<ViewPanner> panner;
Vector2 view_2d_offset;
real_t view_2d_zoom = 1.0;
bool warped_panning = false;
LocalVector<ObjectID> selected_ci_nodes;
real_t sel_2d_grab_dist = 0;
RID sbox_2d_canvas;
RID sbox_2d_ci;
Transform2D sbox_2d_xform;
Rect2 sbox_2d_rect;
#ifndef _3D_DISABLED
struct Cursor {
@@ -264,22 +289,35 @@ private:
Vector2 previous_mouse_position;
struct SelectionBox3D : public RefCounted {
RID instance;
RID instance_ofs;
RID instance_xray;
RID instance_xray_ofs;
Transform3D transform;
AABB bounds;
~SelectionBox3D() {
if (instance.is_valid()) {
RS::get_singleton()->free(instance);
RS::get_singleton()->free(instance_ofs);
RS::get_singleton()->free(instance_xray);
RS::get_singleton()->free(instance_xray_ofs);
}
}
};
HashMap<ObjectID, Ref<SelectionBox3D>> selected_3d_nodes;
Color sbox_3d_color;
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;
RID sbox_3d;
RID sbox_3d_ofs;
RID sbox_3d_xray;
RID sbox_3d_xray_ofs;
#endif // _3D_DISABLED
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(const Dictionary &p_settings);
void _node_set_type(NodeType p_type);
@@ -294,17 +332,19 @@ private:
void _process_frame();
void _physics_frame();
void _click_point();
void _select_node(Node *p_node);
void _send_ids(const Vector<Node *> &p_picked_nodes, bool p_invert_new_selections = true);
void _set_selected_nodes(const Vector<Node *> &p_nodes);
void _queue_selection_update();
void _update_selection();
void _clear_selection();
void _update_selection_drag(const Point2 &p_end_pos = Point2());
void _set_selection_visible(bool p_visible);
void _open_selection_list(const Vector<SelectResult> &p_items, const Point2 &p_pos);
void _close_selection_list();
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 _find_canvas_items_at_rect(const Rect2 &p_rect, 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();
@@ -312,6 +352,9 @@ private:
#ifndef _3D_DISABLED
void _find_3d_items_at_pos(const Point2 &p_pos, Vector<SelectResult> &r_items);
void _find_3d_items_at_rect(const Rect2 &p_rect, Vector<SelectResult> &r_items);
Vector3 _get_screen_to_space(const Vector3 &p_vector3);
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);
@@ -322,7 +365,7 @@ private:
Point2 _get_warped_mouse_motion(const Ref<InputEventMouseMotion> &p_event, Rect2 p_border) const;
Transform3D _get_cursor_transform();
void _reset_camera_3d();
#endif
#endif // _3D_DISABLED
RuntimeNodeSelect() { singleton = this; }
@@ -333,4 +376,4 @@ public:
~RuntimeNodeSelect();
};
#endif
#endif // DEBUG_ENABLED