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174 lines
7.3 KiB
Plaintext
174 lines
7.3 KiB
Plaintext
/**************************************************************************/
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/* embedded_game_view_plugin.mm */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "embedded_game_view_plugin.h"
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#include "embedded_process_macos.h"
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#include "editor/editor_node.h"
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#include "editor/gui/window_wrapper.h"
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HashMap<String, GameViewDebuggerMacOS::ParseMessageFunc> GameViewDebuggerMacOS::parse_message_handlers;
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bool GameViewDebuggerMacOS::_msg_set_context_id(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "set_context_id: invalid number of arguments.");
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embedded_process->set_context_id(p_args[0]);
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_cursor_set_shape(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "cursor_set_shape: invalid number of arguments.");
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Control::CursorShape shape = Control::CursorShape(p_args[0]);
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embedded_process->get_layer_host()->set_default_cursor_shape(static_cast<Control::CursorShape>(shape));
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_cursor_set_custom_image(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 3, false, "cursor_set_custom_image: invalid number of arguments.");
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Ref<Image> image;
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image.instantiate();
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PackedByteArray cursor_data = p_args[0];
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if (!cursor_data.is_empty()) {
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image->load_png_from_buffer(cursor_data);
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}
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DisplayServer::CursorShape shape = DisplayServer::CursorShape(p_args[1]);
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Vector2 hotspot = p_args[2];
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embedded_process->get_layer_host()->cursor_set_custom_image(image, shape, hotspot);
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_mouse_set_mode(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "mouse_set_mode: invalid number of arguments.");
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DisplayServer::MouseMode mode = DisplayServer::MouseMode(p_args[0]);
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embedded_process->mouse_set_mode(mode);
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_window_set_ime_active(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "window_set_ime_active: invalid number of arguments.");
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bool active = p_args[0];
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DisplayServer::WindowID wid = embedded_process->get_window()->get_window_id();
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DisplayServer::get_singleton()->window_set_ime_active(active, wid);
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_window_set_ime_position(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "window_set_ime_position: invalid number of arguments.");
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Point2i pos = p_args[0];
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Point2i xpos = embedded_process->get_layer_host()->get_global_transform_with_canvas().xform(pos);
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DisplayServer::WindowID wid = embedded_process->get_window()->get_window_id();
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DisplayServer::get_singleton()->window_set_ime_position(xpos, wid);
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_joy_start(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 3, false, "joy_start: invalid number of arguments.");
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int joy_id = p_args[0];
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float duration = p_args[1];
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Vector2 strength = p_args[2];
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Input::get_singleton()->start_joy_vibration(joy_id, strength.x, strength.y, duration);
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_joy_stop(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "joy_stop: invalid number of arguments.");
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int joy_id = p_args[0];
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Input::get_singleton()->stop_joy_vibration(joy_id);
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return true;
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}
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bool GameViewDebuggerMacOS::_msg_warp_mouse(const Array &p_args) {
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ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "warp_mouse: invalid number of arguments.");
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Vector2i pos = p_args[0];
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embedded_process->get_layer_host()->warp_mouse(pos);
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return true;
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}
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void GameViewDebuggerMacOS::_init_capture_message_handlers() {
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parse_message_handlers["game_view:set_context_id"] = &GameViewDebuggerMacOS::_msg_set_context_id;
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parse_message_handlers["game_view:cursor_set_shape"] = &GameViewDebuggerMacOS::_msg_cursor_set_shape;
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parse_message_handlers["game_view:cursor_set_custom_image"] = &GameViewDebuggerMacOS::_msg_cursor_set_custom_image;
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parse_message_handlers["game_view:mouse_set_mode"] = &GameViewDebuggerMacOS::_msg_mouse_set_mode;
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parse_message_handlers["game_view:window_set_ime_active"] = &GameViewDebuggerMacOS::_msg_window_set_ime_active;
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parse_message_handlers["game_view:window_set_ime_position"] = &GameViewDebuggerMacOS::_msg_window_set_ime_position;
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parse_message_handlers["game_view:warp_mouse"] = &GameViewDebuggerMacOS::_msg_warp_mouse;
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}
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bool GameViewDebuggerMacOS::capture(const String &p_message, const Array &p_data, int p_session) {
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Ref<EditorDebuggerSession> session = get_session(p_session);
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ERR_FAIL_COND_V(session.is_null(), true);
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ParseMessageFunc *fn_ptr = parse_message_handlers.getptr(p_message);
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if (fn_ptr) {
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return (this->**fn_ptr)(p_data);
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} else {
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return GameViewDebugger::capture(p_message, p_data, p_session);
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}
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return true;
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}
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GameViewDebuggerMacOS::GameViewDebuggerMacOS(EmbeddedProcessMacOS *p_embedded_process) :
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embedded_process(p_embedded_process) {
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if (parse_message_handlers.is_empty()) {
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_init_capture_message_handlers();
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}
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}
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GameViewPluginMacOS::GameViewPluginMacOS() {
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if (Engine::get_singleton()->is_recovery_mode_hint()) {
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return;
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}
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EmbeddedProcessMacOS *embedded_process = memnew(EmbeddedProcessMacOS);
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Ref<GameViewDebuggerMacOS> debugger;
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debugger.instantiate(embedded_process);
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setup(debugger, embedded_process);
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}
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extern "C" GameViewPluginBase *get_game_view_plugin() {
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return memnew(GameViewPluginMacOS);
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}
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