limboai/editor/limbo_ai_editor_plugin.h

191 lines
4.8 KiB
C++

/* limbo_ai_editor_plugin.h */
#ifdef TOOLS_ENABLED
#ifndef LIMBO_AI_EDITOR_PLUGIN_H
#define LIMBO_AI_EDITOR_PLUGIN_H
#include "core/object.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "modules/limboai/bt/behavior_tree.h"
#include "modules/limboai/bt/bt_task.h"
#include "scene/gui/box_container.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/flow_container.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/popup_menu.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tree.h"
#include "scene/resources/texture.h"
class TaskTree : public Control {
GDCLASS(TaskTree, Control);
private:
Tree *tree;
Ref<BehaviorTree> bt;
Ref<BTTask> last_selected;
bool editable;
TreeItem *_create_tree(const Ref<BTTask> &p_task, TreeItem *p_parent, int p_idx = -1);
void _update_item(TreeItem *p_item);
void _update_tree();
TreeItem *_find_item(const Ref<BTTask> &p_task) const;
void _on_item_selected();
void _on_item_rmb_selected(const Vector2 &p_pos);
void _on_task_changed();
Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
protected:
static void _bind_methods();
public:
void load_bt(const Ref<BehaviorTree> &p_behavior_tree);
Ref<BehaviorTree> get_bt() const { return bt; }
void update_tree() { _update_tree(); }
void update_task(const Ref<BTTask> &p_task);
Ref<BTTask> get_selected() const;
void deselect();
TaskTree();
~TaskTree();
};
class TaskSection : public VBoxContainer {
GDCLASS(TaskSection, VBoxContainer);
private:
FlowContainer *tasks_container;
Button *section_header;
void _on_task_button_pressed(const StringName &p_task);
void _on_header_pressed();
protected:
static void _bind_methods();
public:
void set_filter(String p_filter);
void add_task_button(String p_name, const Ref<Texture> &icon, Variant p_meta);
TaskSection(String p_category_name, EditorNode *p_editor);
~TaskSection();
};
class TaskPanel : public PanelContainer {
GDCLASS(TaskPanel, PanelContainer)
private:
EditorNode *editor;
LineEdit *filter_edit;
VBoxContainer *sections;
void _populate_core_tasks_from_class(const StringName &p_base_class, List<String> *p_task_classes);
void _populate_scripted_tasks_from_dir(String p_path, List<String> *p_task_classes);
void _on_task_button_pressed(const StringName &p_task);
void _on_filter_text_changed(String p_text);
protected:
static void _bind_methods();
public:
void refresh();
TaskPanel(EditorNode *p_editor);
~TaskPanel();
};
class LimboAIEditor : public Control {
GDCLASS(LimboAIEditor, Control);
private:
enum Action {
ACTION_REMOVE,
ACTION_MOVE_UP,
ACTION_MOVE_DOWN,
ACTION_DUPLICATE,
ACTION_MAKE_ROOT,
};
EditorNode *editor;
Vector<Ref<BehaviorTree>> history;
int idx_history;
Set<Ref<BehaviorTree>> dirty;
Button *header;
HSplitContainer *hsc;
TaskTree *task_tree;
Panel *usage_hint;
PopupMenu *menu;
FileDialog *save_dialog;
FileDialog *load_dialog;
Button *history_back;
Button *history_forward;
TaskPanel *task_panel;
void _add_task(const Ref<BTTask> &p_task);
_FORCE_INLINE_ void _add_task_with_prototype(const Ref<BTTask> &p_prototype) { _add_task(p_prototype->clone()); }
void _update_header();
void _update_history_buttons();
void _new_bt();
void _save_bt(String p_path);
void _load_bt(String p_path);
void _mark_as_dirty(bool p_dirty);
void _on_tree_rmb(const Vector2 &p_menu_pos);
void _on_action_selected(int p_id);
void _on_tree_task_selected(const Ref<BTTask> &p_task) const;
void _on_visibility_changed() const;
void _on_header_pressed() const;
void _on_save_pressed();
void _on_panel_task_selected(String p_task);
void _on_history_back();
void _on_history_forward();
void _on_task_dragged(Ref<BTTask> p_task, Ref<BTTask> p_to_task, int p_type);
protected:
static void _bind_methods();
void _notification(int p_what);
public:
static Ref<Texture> get_task_icon(String p_script_path_or_class);
void edit_bt(Ref<BehaviorTree> p_behavior_tree);
void apply_changes();
LimboAIEditor(EditorNode *p_editor);
~LimboAIEditor();
};
class LimboAIEditorPlugin : public EditorPlugin {
GDCLASS(LimboAIEditorPlugin, EditorPlugin);
private:
EditorNode *editor;
LimboAIEditor *limbo_ai_editor;
protected:
void _notification(int p_notification);
public:
virtual String get_name() const { return "LimboAI"; }
virtual const Ref<Texture> get_icon() const;
bool has_main_screen() const { return true; }
virtual void make_visible(bool p_visible);
virtual void apply_changes();
virtual void edit(Object *p_object);
virtual bool handles(Object *p_object) const;
LimboAIEditorPlugin(EditorNode *p_editor);
~LimboAIEditorPlugin();
};
#endif // TOOLS_ENABLED
#endif // LIMBO_AI_EDITOR_PLUGIN_H