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godot/platform/macos/editor/embedded_game_view_plugin.mm
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

174 lines
7.3 KiB
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/**************************************************************************/
/* embedded_game_view_plugin.mm */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "embedded_game_view_plugin.h"
#include "embedded_process_macos.h"
#include "editor/editor_node.h"
#include "editor/gui/window_wrapper.h"
HashMap<String, GameViewDebuggerMacOS::ParseMessageFunc> GameViewDebuggerMacOS::parse_message_handlers;
bool GameViewDebuggerMacOS::_msg_set_context_id(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "set_context_id: invalid number of arguments.");
embedded_process->set_context_id(p_args[0]);
return true;
}
bool GameViewDebuggerMacOS::_msg_cursor_set_shape(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "cursor_set_shape: invalid number of arguments.");
Control::CursorShape shape = Control::CursorShape(p_args[0]);
embedded_process->get_layer_host()->set_default_cursor_shape(static_cast<Control::CursorShape>(shape));
return true;
}
bool GameViewDebuggerMacOS::_msg_cursor_set_custom_image(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 3, false, "cursor_set_custom_image: invalid number of arguments.");
Ref<Image> image;
image.instantiate();
PackedByteArray cursor_data = p_args[0];
if (!cursor_data.is_empty()) {
image->load_png_from_buffer(cursor_data);
}
DisplayServer::CursorShape shape = DisplayServer::CursorShape(p_args[1]);
Vector2 hotspot = p_args[2];
embedded_process->get_layer_host()->cursor_set_custom_image(image, shape, hotspot);
return true;
}
bool GameViewDebuggerMacOS::_msg_mouse_set_mode(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "mouse_set_mode: invalid number of arguments.");
DisplayServer::MouseMode mode = DisplayServer::MouseMode(p_args[0]);
embedded_process->mouse_set_mode(mode);
return true;
}
bool GameViewDebuggerMacOS::_msg_window_set_ime_active(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "window_set_ime_active: invalid number of arguments.");
bool active = p_args[0];
DisplayServer::WindowID wid = embedded_process->get_window()->get_window_id();
DisplayServer::get_singleton()->window_set_ime_active(active, wid);
return true;
}
bool GameViewDebuggerMacOS::_msg_window_set_ime_position(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "window_set_ime_position: invalid number of arguments.");
Point2i pos = p_args[0];
Point2i xpos = embedded_process->get_layer_host()->get_global_transform_with_canvas().xform(pos);
DisplayServer::WindowID wid = embedded_process->get_window()->get_window_id();
DisplayServer::get_singleton()->window_set_ime_position(xpos, wid);
return true;
}
bool GameViewDebuggerMacOS::_msg_joy_start(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 3, false, "joy_start: invalid number of arguments.");
int joy_id = p_args[0];
float duration = p_args[1];
Vector2 strength = p_args[2];
Input::get_singleton()->start_joy_vibration(joy_id, strength.x, strength.y, duration);
return true;
}
bool GameViewDebuggerMacOS::_msg_joy_stop(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "joy_stop: invalid number of arguments.");
int joy_id = p_args[0];
Input::get_singleton()->stop_joy_vibration(joy_id);
return true;
}
bool GameViewDebuggerMacOS::_msg_warp_mouse(const Array &p_args) {
ERR_FAIL_COND_V_MSG(p_args.size() != 1, false, "warp_mouse: invalid number of arguments.");
Vector2i pos = p_args[0];
embedded_process->get_layer_host()->warp_mouse(pos);
return true;
}
void GameViewDebuggerMacOS::_init_capture_message_handlers() {
parse_message_handlers["game_view:set_context_id"] = &GameViewDebuggerMacOS::_msg_set_context_id;
parse_message_handlers["game_view:cursor_set_shape"] = &GameViewDebuggerMacOS::_msg_cursor_set_shape;
parse_message_handlers["game_view:cursor_set_custom_image"] = &GameViewDebuggerMacOS::_msg_cursor_set_custom_image;
parse_message_handlers["game_view:mouse_set_mode"] = &GameViewDebuggerMacOS::_msg_mouse_set_mode;
parse_message_handlers["game_view:window_set_ime_active"] = &GameViewDebuggerMacOS::_msg_window_set_ime_active;
parse_message_handlers["game_view:window_set_ime_position"] = &GameViewDebuggerMacOS::_msg_window_set_ime_position;
parse_message_handlers["game_view:warp_mouse"] = &GameViewDebuggerMacOS::_msg_warp_mouse;
}
bool GameViewDebuggerMacOS::capture(const String &p_message, const Array &p_data, int p_session) {
Ref<EditorDebuggerSession> session = get_session(p_session);
ERR_FAIL_COND_V(session.is_null(), true);
ParseMessageFunc *fn_ptr = parse_message_handlers.getptr(p_message);
if (fn_ptr) {
return (this->**fn_ptr)(p_data);
} else {
return GameViewDebugger::capture(p_message, p_data, p_session);
}
return true;
}
GameViewDebuggerMacOS::GameViewDebuggerMacOS(EmbeddedProcessMacOS *p_embedded_process) :
embedded_process(p_embedded_process) {
if (parse_message_handlers.is_empty()) {
_init_capture_message_handlers();
}
}
GameViewPluginMacOS::GameViewPluginMacOS() {
if (Engine::get_singleton()->is_recovery_mode_hint()) {
return;
}
EmbeddedProcessMacOS *embedded_process = memnew(EmbeddedProcessMacOS);
Ref<GameViewDebuggerMacOS> debugger;
debugger.instantiate(embedded_process);
setup(debugger, embedded_process);
}
extern "C" GameViewPluginBase *get_game_view_plugin() {
return memnew(GameViewPluginMacOS);
}