Path: blob/master/platform/macos/editor/embedded_game_view_plugin.mm
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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); }