import the woofer
This commit is contained in:
parent
825fee53e2
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92 changed files with 5783 additions and 0 deletions
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## UI for the in-editor state debugger
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@tool
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extends Control
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## Utility class for holding state info
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const DebuggerStateInfo = preload("editor_debugger_state_info.gd")
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## Debugger history wrapper. Shared with in-game debugger.
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const DebuggerHistory = preload("../debugger_history.gd")
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## The debugger message
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const DebuggerMessage = preload("editor_debugger_message.gd")
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## The settings propapagor
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const SettingsPropagator = preload("editor_debugger_settings_propagator.gd")
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## Constants for the settings
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const SETTINGS_ROOT:String = "godot_state_charts/debugger/"
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const SETTINGS_IGNORE_EVENTS:String = SETTINGS_ROOT + "ignore_events"
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const SETTINGS_IGNORE_STATE_CHANGES:String = SETTINGS_ROOT + "ignore_state_changes"
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const SETTINGS_IGNORE_TRANSITIONS:String = SETTINGS_ROOT + "ignore_transitions"
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const SETTINGS_MAXIMUM_LINES:String = SETTINGS_ROOT + "maximum_lines"
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const SETTINGS_SPLIT_OFFSET:String = SETTINGS_ROOT + "split_offset"
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## The tree that shows all state charts
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@onready var _all_state_charts_tree:Tree = %AllStateChartsTree
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## The tree that shows the current state chart
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@onready var _current_state_chart_tree:Tree = %CurrentStateChartTree
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## The history edit
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@onready var _history_edit:TextEdit = %HistoryEdit
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## The settings UI
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@onready var _ignore_events_checkbox:CheckBox = %IgnoreEventsCheckbox
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@onready var _ignore_state_changes_checkbox:CheckBox = %IgnoreStateChangesCheckbox
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@onready var _ignore_transitions_checkbox:CheckBox = %IgnoreTransitionsCheckbox
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@onready var _maximum_lines_spin_box:SpinBox = %MaximumLinesSpinBox
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@onready var _split_container:HSplitContainer = %SplitContainer
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## The actual settings
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var _ignore_events:bool = true
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var _ignore_state_changes:bool = false
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var _ignore_transitions:bool = true
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## The editor settings for storing all the settings across sessions
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var _settings:EditorSettings = null
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## The current session (EditorDebuggerSession)
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## this does not exist in exported games, so this is deliberately not
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## typed, to avoid compile errors after exporting
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var _session = null
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## Dictionary of all state charts and their states. Key is the path to the
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## state chart, value is a dictionary of states. Key is the path to the state,
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## value is the state info (an array).
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var _state_infos:Dictionary = {}
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## Dictionary of all state charts and their histories. Key is the path to the
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## state chart, value is the history.
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var _chart_histories:Dictionary = {}
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## Path to the currently selected state chart.
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var _current_chart:NodePath = ""
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## Helper variable for debouncing the maximum lines setting. When
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## the value is -1, the setting hasn't been changed yet. When it's
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## >= 0, the setting has been changed and the timer is waiting for
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## the next timeout to update the setting. The debouncing is done
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## in the same function that updates the text edit.
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var _debounced_maximum_lines:int = -1
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## Initializes the debugger UI using the editor settings.
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func initialize(settings:EditorSettings, session:EditorDebuggerSession):
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clear()
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_settings = settings
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_session = session
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# restore editor settings
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_ignore_events = _get_setting_or_default(SETTINGS_IGNORE_EVENTS, true)
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_ignore_state_changes = _get_setting_or_default(SETTINGS_IGNORE_STATE_CHANGES, false)
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_ignore_transitions = _get_setting_or_default(SETTINGS_IGNORE_TRANSITIONS, true)
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# initialize UI elements, so they match the settings
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_ignore_events_checkbox.set_pressed_no_signal(_ignore_events)
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_ignore_state_changes_checkbox.set_pressed_no_signal(_ignore_state_changes)
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_ignore_transitions_checkbox.set_pressed_no_signal(_ignore_transitions)
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_maximum_lines_spin_box.value = _get_setting_or_default(SETTINGS_MAXIMUM_LINES, 300)
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_split_container.split_offset = _get_setting_or_default(SETTINGS_SPLIT_OFFSET, 0)
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## Returns the given setting or the default value if the setting is not set.
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## No clue, why this isn't a built-in function.
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func _get_setting_or_default(key, default) -> Variant :
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if _settings == null:
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return default
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if not _settings.has_setting(key):
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return default
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return _settings.get_setting(key)
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## Sets the given setting and marks it as changed.
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func _set_setting(key, value) -> void:
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if _settings == null:
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return
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_settings.set_setting(key, value)
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_settings.mark_setting_changed(key)
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## Clears all state charts and state trees.
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func clear():
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_clear_all()
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## Clears all state charts and state trees.
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func _clear_all():
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_state_infos.clear()
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_chart_histories.clear()
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_all_state_charts_tree.clear()
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var root := _all_state_charts_tree.create_item()
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root.set_text(0, "State Charts")
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root.set_selectable(0, false)
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_clear_current()
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## Clears all data about the current chart from the ui
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func _clear_current():
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_current_chart = ""
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_current_state_chart_tree.clear()
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_history_edit.clear()
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var root := _current_state_chart_tree.create_item()
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root.set_text(0, "States")
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root.set_selectable(0, false)
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## Adds a new state chart to the debugger.
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func add_chart(path:NodePath):
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_state_infos[path] = {}
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_chart_histories[path] = DebuggerHistory.new()
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_repaint_charts()
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# push the settings to the new chart remote
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SettingsPropagator.send_settings_update(_session, path, _ignore_events, _ignore_transitions)
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if _current_chart.is_empty():
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_current_chart = path
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_select_current_chart()
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## Removes a state chart from the debugger.
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func remove_chart(path:NodePath):
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_state_infos.erase(path)
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if _current_chart == path:
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_clear_current()
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_repaint_charts()
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## Updates state information for a state chart.
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func update_state(_frame:int, state_info:Array) -> void:
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var chart := DebuggerStateInfo.get_chart(state_info)
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var path := DebuggerStateInfo.get_state(state_info)
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if not _state_infos.has(chart):
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push_error("Probable bug: Received state info for unknown chart %s" % [chart])
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return
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_state_infos[chart][path] = state_info
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## Called when a state is entered.
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func state_entered(frame:int, chart:NodePath, state:NodePath) -> void:
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if not _state_infos.has(chart):
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return
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if not _ignore_state_changes:
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var history:DebuggerHistory = _chart_histories[chart]
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history.add_state_entered(frame, _get_node_name(state))
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var state_info = _state_infos[chart][state]
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DebuggerStateInfo.set_active(state_info, true)
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## Called when a state is exited.
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func state_exited(frame:int, chart:NodePath, state:NodePath) -> void:
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if not _state_infos.has(chart):
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return
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if not _ignore_state_changes:
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var history:DebuggerHistory = _chart_histories[chart]
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history.add_state_exited(frame, _get_node_name(state))
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var state_info = _state_infos[chart][state]
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DebuggerStateInfo.set_active(state_info, false)
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## Called when an event is received.
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func event_received(frame:int, chart:NodePath, event:StringName) -> void:
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var history:DebuggerHistory = _chart_histories.get(chart, null)
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history.add_event(frame, event)
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## Called when a transition is pending
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func transition_pending(_frame:int, chart:NodePath, state:NodePath, transition:NodePath, pending_time:float) -> void:
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var state_info = _state_infos[chart][state]
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DebuggerStateInfo.set_transition_pending(state_info, transition, pending_time)
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func transition_taken(frame:int, chart:NodePath, transition:NodePath, source:NodePath, destination:NodePath) -> void:
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var history:DebuggerHistory = _chart_histories.get(chart, null)
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history.add_transition(frame, _get_node_name(transition), _get_node_name(source), _get_node_name(destination))
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## Repaints the tree of all state charts.
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func _repaint_charts() -> void:
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for chart in _state_infos.keys():
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_add_to_tree(_all_state_charts_tree, chart, preload("../../state_chart.svg"))
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_clear_unused_items(_all_state_charts_tree.get_root())
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## Selects the current chart in the main tree.
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func _select_current_chart(item:TreeItem = _all_state_charts_tree.get_root()) -> void:
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if item.has_meta("__path") and item.get_meta("__path") == _current_chart:
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_all_state_charts_tree.set_selected(item, 0)
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return
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var first_child := item.get_first_child()
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if first_child != null:
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_select_current_chart(first_child)
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var next := item.get_next()
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while next != null:
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_select_current_chart(next)
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next = next.get_next()
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## Repaints the tree of the currently selected state chart.
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func _repaint_current_chart(force:bool = false) -> void:
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if _current_chart.is_empty():
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return
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# get the history for this chart and update the history text edit
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var history:DebuggerHistory = _chart_histories[_current_chart]
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if history != null and (history.dirty or force):
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_history_edit.text = history.get_history_text()
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_history_edit.scroll_vertical = _history_edit.get_line_count() - 1
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# update the tree
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for state_info in _state_infos[_current_chart].values():
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if DebuggerStateInfo.get_active(state_info):
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_add_to_tree(_current_state_chart_tree, DebuggerStateInfo.get_state(state_info), DebuggerStateInfo.get_state_icon(state_info))
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if DebuggerStateInfo.get_transition_pending(state_info):
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var transition_path := DebuggerStateInfo.get_transition_path(state_info)
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var transition_delay := DebuggerStateInfo.get_transition_delay(state_info)
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var name := _get_node_name(transition_path)
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_add_to_tree(_current_state_chart_tree, DebuggerStateInfo.get_transition_path(state_info), preload("../../transition.svg"), "%s (%.1fs)" % [name, transition_delay])
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_clear_unused_items(_current_state_chart_tree.get_root())
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## Walks over the tree and removes all items that are not marked as in use
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## removes the "in-use" marker from all remaining items
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func _clear_unused_items(root:TreeItem) -> void:
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if root == null:
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return
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for child in root.get_children():
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if not child.has_meta("__in_use"):
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root.remove_child(child)
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_free_all(child)
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else:
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child.remove_meta("__in_use")
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_clear_unused_items(child)
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## Frees this tree item and all its children
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func _free_all(root:TreeItem) -> void:
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if root == null:
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return
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for child in root.get_children():
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root.remove_child(child)
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_free_all(child)
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root.free()
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## Adds an item to the tree. Will re-use existing items if possible.
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## The node path will be used as structure for the tree. The created
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## leaf will have the given icon and text.
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func _add_to_tree(tree:Tree, path:NodePath, icon:Texture2D, text:String = ""):
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var ref := tree.get_root()
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for i in path.get_name_count():
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var segment := path.get_name(i)
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# do we need to add a new child?
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var needs_new := true
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if ref != null:
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for child in ref.get_children():
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# re-use child if it exists
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if child.get_text(0) == segment:
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ref = child
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ref.set_meta("__in_use", true)
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needs_new = false
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break
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if needs_new:
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ref = tree.create_item(ref)
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ref.set_text(0, segment)
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ref.set_meta("__in_use", true)
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ref.set_selectable(0, false)
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ref.set_meta("__path", path)
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if text != "":
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ref.set_text(0, text)
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ref.set_icon(0, icon)
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ref.set_selectable(0, true)
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## Called when a state chart is selected in the tree.
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func _on_all_state_charts_tree_item_selected():
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var item := _all_state_charts_tree.get_selected()
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if item == null:
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return
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if not item.has_meta("__path"):
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return
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var path = item.get_meta("__path")
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_current_chart = path
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_repaint_current_chart(true)
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## Called every 0.5 seconds to update the history text edit and the maximum lines setting.
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func _on_timer_timeout():
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# update the maximum lines setting if it has changed
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if _debounced_maximum_lines >= 0:
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_set_setting(SETTINGS_MAXIMUM_LINES, _debounced_maximum_lines)
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# walk over all histories and update their maximum lines
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for history in _chart_histories.values():
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history.set_maximum_lines(_debounced_maximum_lines)
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# and reset the debounced value
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_debounced_maximum_lines = -1
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# repaint the current chart
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_repaint_current_chart()
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## Called when the ignore events checkbox is toggled.
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func _on_ignore_events_checkbox_toggled(button_pressed:bool) -> void:
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_ignore_events = button_pressed
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_set_setting(SETTINGS_IGNORE_EVENTS, button_pressed)
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# push the new setting to all remote charts
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for chart in _state_infos.keys():
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SettingsPropagator.send_settings_update(_session, chart, _ignore_events, _ignore_transitions)
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## Called when the ignore state changes checkbox is toggled.
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func _on_ignore_state_changes_checkbox_toggled(button_pressed:bool) -> void:
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_ignore_state_changes = button_pressed
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_set_setting(SETTINGS_IGNORE_STATE_CHANGES, button_pressed)
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## Called when the ignore transitions checkbox is toggled.
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func _on_ignore_transitions_checkbox_toggled(button_pressed:bool) -> void:
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_ignore_transitions = button_pressed
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_set_setting(SETTINGS_IGNORE_TRANSITIONS, button_pressed)
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# push the new setting to all remote charts
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for chart in _state_infos.keys():
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SettingsPropagator.send_settings_update(_session, chart, _ignore_events, _ignore_transitions)
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## Called when the maximum lines spin box value is changed.
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func _on_maximum_lines_spin_box_value_changed(value:int) -> void:
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_debounced_maximum_lines = value
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## Called when the split container is dragged.
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func _on_split_container_dragged(offset:int) -> void:
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_set_setting(SETTINGS_SPLIT_OFFSET, offset)
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## Helper to get the last element of a node path
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func _get_node_name(path:NodePath) -> StringName:
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return path.get_name(path.get_name_count() - 1)
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## Called when the clear button is pressed.
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func _on_clear_button_pressed() -> void:
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_history_edit.text = ""
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if _chart_histories.has(_current_chart):
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var history:DebuggerHistory = _chart_histories[_current_chart]
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history.clear()
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## Called when the copy to clipboard button is pressed.
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func _on_copy_to_clipboard_button_pressed() -> void:
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DisplayServer.clipboard_set(_history_edit.text)
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@ -0,0 +1,120 @@
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[gd_scene load_steps=2 format=3 uid="uid://donfbhh5giyfy"]
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[ext_resource type="Script" path="res://addons/godot_state_charts/utilities/editor_debugger/editor_debugger.gd" id="1_ia1de"]
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[node name="State Charts" type="VBoxContainer"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_ia1de")
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[node name="SplitContainer" type="HSplitContainer" parent="."]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_vertical = 3
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split_offset = 300
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[node name="AllStateChartsTree" type="Tree" parent="SplitContainer"]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_vertical = 3
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[node name="TabContainer" type="TabContainer" parent="SplitContainer"]
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layout_mode = 2
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[node name="State Chart" type="MarginContainer" parent="SplitContainer/TabContainer"]
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layout_mode = 2
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[node name="CurrentStateChartTree" type="Tree" parent="SplitContainer/TabContainer/State Chart"]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(200, 0)
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layout_mode = 2
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size_flags_vertical = 3
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[node name="History" type="MarginContainer" parent="SplitContainer/TabContainer"]
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visible = false
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layout_mode = 2
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theme_override_constants/margin_left = 5
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theme_override_constants/margin_top = 5
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theme_override_constants/margin_right = 5
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theme_override_constants/margin_bottom = 5
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[node name="VBoxContainer" type="VBoxContainer" parent="SplitContainer/TabContainer/History"]
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layout_mode = 2
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theme_override_constants/separation = 4
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[node name="HistoryEdit" type="TextEdit" parent="SplitContainer/TabContainer/History/VBoxContainer"]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_vertical = 3
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[node name="HBoxContainer" type="HBoxContainer" parent="SplitContainer/TabContainer/History/VBoxContainer"]
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||||
layout_mode = 2
|
||||
|
||||
[node name="ClearButton" type="Button" parent="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Clear"
|
||||
|
||||
[node name="CopyToClipboardButton" type="Button" parent="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
text = "Copy to Clipboard"
|
||||
|
||||
[node name="Settings" type="MarginContainer" parent="SplitContainer/TabContainer"]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
theme_override_constants/margin_left = 5
|
||||
theme_override_constants/margin_top = 5
|
||||
theme_override_constants/margin_right = 5
|
||||
theme_override_constants/margin_bottom = 5
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="SplitContainer/TabContainer/Settings"]
|
||||
layout_mode = 2
|
||||
theme_override_constants/separation = 4
|
||||
|
||||
[node name="IgnoreEventsCheckbox" type="CheckBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show events in the history."
|
||||
text = "Ignore events"
|
||||
|
||||
[node name="IgnoreStateChangesCheckbox" type="CheckBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show state changes in the history."
|
||||
text = "Ignore state changes"
|
||||
|
||||
[node name="IgnoreTransitionsCheckbox" type="CheckBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
tooltip_text = "Do not show transitions in the history."
|
||||
text = "Ignore transitions"
|
||||
|
||||
[node name="Label" type="Label" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
layout_mode = 2
|
||||
text = "Maximum lines in history"
|
||||
|
||||
[node name="MaximumLinesSpinBox" type="SpinBox" parent="SplitContainer/TabContainer/Settings/VBoxContainer"]
|
||||
unique_name_in_owner = true
|
||||
layout_mode = 2
|
||||
min_value = 50.0
|
||||
max_value = 1000.0
|
||||
value = 300.0
|
||||
rounded = true
|
||||
|
||||
[node name="Timer" type="Timer" parent="."]
|
||||
wait_time = 0.2
|
||||
autostart = true
|
||||
|
||||
[connection signal="dragged" from="SplitContainer" to="." method="_on_split_container_dragged"]
|
||||
[connection signal="item_selected" from="SplitContainer/AllStateChartsTree" to="." method="_on_all_state_charts_tree_item_selected"]
|
||||
[connection signal="pressed" from="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer/ClearButton" to="." method="_on_clear_button_pressed"]
|
||||
[connection signal="pressed" from="SplitContainer/TabContainer/History/VBoxContainer/HBoxContainer/CopyToClipboardButton" to="." method="_on_copy_to_clipboard_button_pressed"]
|
||||
[connection signal="toggled" from="SplitContainer/TabContainer/Settings/VBoxContainer/IgnoreEventsCheckbox" to="." method="_on_ignore_events_checkbox_toggled"]
|
||||
[connection signal="toggled" from="SplitContainer/TabContainer/Settings/VBoxContainer/IgnoreStateChangesCheckbox" to="." method="_on_ignore_state_changes_checkbox_toggled"]
|
||||
[connection signal="toggled" from="SplitContainer/TabContainer/Settings/VBoxContainer/IgnoreTransitionsCheckbox" to="." method="_on_ignore_transitions_checkbox_toggled"]
|
||||
[connection signal="value_changed" from="SplitContainer/TabContainer/Settings/VBoxContainer/MaximumLinesSpinBox" to="." method="_on_maximum_lines_spin_box_value_changed"]
|
||||
[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
|
|
@ -0,0 +1,117 @@
|
|||
@tool
|
||||
|
||||
const MESSAGE_PREFIX = "gds"
|
||||
const STATE_CHART_ADDED_MESSAGE = MESSAGE_PREFIX + ":sca"
|
||||
const STATE_CHART_REMOVED_MESSAGE = MESSAGE_PREFIX + ":scr"
|
||||
const STATE_UPDATED_MESSAGE = MESSAGE_PREFIX + ":stu"
|
||||
const STATE_ENTERED_MESSAGE = MESSAGE_PREFIX + ":sten"
|
||||
const STATE_EXITED_MESSAGE = MESSAGE_PREFIX + ":stex"
|
||||
const TRANSITION_PENDING_MESSAGE = MESSAGE_PREFIX + ":trp"
|
||||
const TRANSITION_TAKEN_MESSAGE = MESSAGE_PREFIX + ":trf"
|
||||
const STATE_CHART_EVENT_RECEIVED_MESSAGE = MESSAGE_PREFIX + ":scev"
|
||||
|
||||
const DebuggerStateInfo = preload("editor_debugger_state_info.gd")
|
||||
|
||||
## Whether we can currently send debugger messages.
|
||||
static func _can_send() -> bool:
|
||||
return not Engine.is_editor_hint() and OS.has_feature("editor")
|
||||
|
||||
|
||||
## Sends a state_chart_added message.
|
||||
static func state_chart_added(chart:StateChart) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_CHART_ADDED_MESSAGE, [chart.get_path()])
|
||||
|
||||
## Sends a state_chart_removed message.
|
||||
static func state_chart_removed(chart:StateChart) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_CHART_REMOVED_MESSAGE, [chart.get_path()])
|
||||
|
||||
|
||||
## Sends a state_updated message
|
||||
static func state_updated(chart:StateChart, state:StateChartState) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not state.is_inside_tree() or not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
var transition_path:NodePath = NodePath()
|
||||
if is_instance_valid(state._pending_transition) and state._pending_transition.is_inside_tree():
|
||||
transition_path = chart.get_path_to(state._pending_transition)
|
||||
|
||||
EngineDebugger.send_message(STATE_UPDATED_MESSAGE, [Engine.get_process_frames(), DebuggerStateInfo.make_array( \
|
||||
chart.get_path(), \
|
||||
chart.get_path_to(state), \
|
||||
state.active, \
|
||||
is_instance_valid(state._pending_transition), \
|
||||
transition_path, \
|
||||
state._pending_transition_remaining_delay, \
|
||||
state)]
|
||||
)
|
||||
|
||||
|
||||
## Sends a state_entered message
|
||||
static func state_entered(chart:StateChart, state:StateChartState) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not state.is_inside_tree() or not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_ENTERED_MESSAGE,[Engine.get_process_frames(), chart.get_path(), chart.get_path_to(state)])
|
||||
|
||||
## Sends a state_exited message
|
||||
static func state_exited(chart:StateChart, state:StateChartState) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not state.is_inside_tree() or not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_EXITED_MESSAGE,[Engine.get_process_frames(), chart.get_path(), chart.get_path_to(state)])
|
||||
|
||||
## Sends a transition taken message
|
||||
static func transition_taken(chart:StateChart, source:StateChartState, transition:Transition) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
var target:StateChartState = transition.resolve_target()
|
||||
if not source.is_inside_tree() or not chart.is_inside_tree() or not transition.is_inside_tree() or target == null or not target.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(TRANSITION_TAKEN_MESSAGE,[Engine.get_process_frames(), chart.get_path(), chart.get_path_to(transition), chart.get_path_to(source), chart.get_path_to(target)])
|
||||
|
||||
|
||||
## Sends an event received message
|
||||
static func event_received(chart:StateChart, event_name:StringName) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not chart.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(STATE_CHART_EVENT_RECEIVED_MESSAGE, [Engine.get_process_frames(), chart.get_path(), event_name])
|
||||
|
||||
## Sends a transition pending message
|
||||
static func transition_pending(chart:StateChart, source:StateChartState, transition:Transition, pending_transition_remaining_delay:float) -> void:
|
||||
if not _can_send():
|
||||
return
|
||||
|
||||
if not source.is_inside_tree() or not chart.is_inside_tree() or not transition.is_inside_tree():
|
||||
return
|
||||
|
||||
EngineDebugger.send_message(TRANSITION_PENDING_MESSAGE, [Engine.get_process_frames(), chart.get_path(), chart.get_path_to(source), chart.get_path_to(transition), pending_transition_remaining_delay])
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,53 @@
|
|||
## Debugger plugin to show state charts in the editor UI.
|
||||
extends EditorDebuggerPlugin
|
||||
|
||||
## Debugger message network protocol
|
||||
const DebuggerMessage = preload("editor_debugger_message.gd")
|
||||
const DebuggerUI = preload("editor_debugger.gd")
|
||||
|
||||
## The UI scene holding the debugger UI
|
||||
var _debugger_ui_scene:PackedScene = preload("editor_debugger.tscn")
|
||||
|
||||
## Current editor settings
|
||||
var _settings:EditorSettings = null
|
||||
|
||||
func initialize(settings:EditorSettings):
|
||||
_settings = settings
|
||||
|
||||
func _has_capture(prefix):
|
||||
return prefix == DebuggerMessage.MESSAGE_PREFIX
|
||||
|
||||
func _capture(message, data, session_id):
|
||||
var ui:DebuggerUI = get_session(session_id).get_meta("__state_charts_debugger_ui")
|
||||
match(message):
|
||||
DebuggerMessage.STATE_CHART_EVENT_RECEIVED_MESSAGE:
|
||||
ui.event_received(data[0], data[1], data[2])
|
||||
DebuggerMessage.STATE_CHART_ADDED_MESSAGE:
|
||||
ui.add_chart(data[0])
|
||||
DebuggerMessage.STATE_CHART_REMOVED_MESSAGE:
|
||||
ui.remove_chart(data[0])
|
||||
DebuggerMessage.STATE_UPDATED_MESSAGE:
|
||||
ui.update_state(data[0], data[1])
|
||||
DebuggerMessage.STATE_CHART_EVENT_RECEIVED_MESSAGE:
|
||||
ui.event_received(data[0], data[1], data[2])
|
||||
DebuggerMessage.STATE_ENTERED_MESSAGE:
|
||||
ui.state_entered(data[0], data[1], data[2])
|
||||
DebuggerMessage.STATE_EXITED_MESSAGE:
|
||||
ui.state_exited(data[0], data[1], data[2])
|
||||
DebuggerMessage.TRANSITION_PENDING_MESSAGE:
|
||||
ui.transition_pending(data[0], data[1], data[2], data[3], data[4])
|
||||
DebuggerMessage.TRANSITION_TAKEN_MESSAGE:
|
||||
ui.transition_taken(data[0], data[1], data[2], data[3], data[4])
|
||||
|
||||
return true
|
||||
|
||||
func _setup_session(session_id):
|
||||
# get the session
|
||||
var session = get_session(session_id)
|
||||
# Add a new tab in the debugger session UI containing a label.
|
||||
var debugger_ui:DebuggerUI = _debugger_ui_scene.instantiate()
|
||||
# add the session tab
|
||||
session.add_session_tab(debugger_ui)
|
||||
session.stopped.connect(debugger_ui.clear)
|
||||
session.set_meta("__state_charts_debugger_ui", debugger_ui)
|
||||
debugger_ui.initialize(_settings, session)
|
|
@ -0,0 +1,102 @@
|
|||
## This is the remote part of the editor debugger. It attaches to a state
|
||||
## chart similar to the in-game debugger and forwards signals and debug
|
||||
## information to the editor.
|
||||
extends Node
|
||||
|
||||
|
||||
const DebuggerMessage = preload("editor_debugger_message.gd")
|
||||
const SettingsPropagator = preload("editor_debugger_settings_propagator.gd")
|
||||
|
||||
# The scene tree, needed to interface with the settings propagator
|
||||
var _tree:SceneTree
|
||||
|
||||
# the state chart we track
|
||||
var _state_chart:StateChart
|
||||
|
||||
# whether to send transitions to the editor
|
||||
var _ignore_transitions:bool = true
|
||||
# whether to send events to the editor
|
||||
var _ignore_events:bool = true
|
||||
|
||||
|
||||
## Sets up the debugger remote to track the given state chart.
|
||||
func _init(state_chart:StateChart):
|
||||
if not is_instance_valid(state_chart):
|
||||
push_error("Probable bug: State chart is not valid. Please report this bug.")
|
||||
return
|
||||
|
||||
if not state_chart.is_inside_tree():
|
||||
push_error("Probably bug: State chart is not in tree. Please report this bug.")
|
||||
return
|
||||
|
||||
_state_chart = state_chart
|
||||
|
||||
|
||||
func _ready():
|
||||
# subscribe to settings changes coming from the editor debugger
|
||||
# will auto-unsubscribe when the chart goes away. We do this before
|
||||
# sending state_chart_added, so we get the initial settings update delivered
|
||||
SettingsPropagator.get_instance(get_tree()).settings_updated.connect(_on_settings_updated)
|
||||
|
||||
# send initial state chart
|
||||
DebuggerMessage.state_chart_added(_state_chart)
|
||||
|
||||
# prepare signals and send initial state of all states
|
||||
_prepare()
|
||||
|
||||
|
||||
func _on_settings_updated(chart:NodePath, ignore_events:bool, ignore_transitions:bool):
|
||||
if _state_chart.get_path() != chart:
|
||||
return # doesn't affect this chart
|
||||
|
||||
_ignore_events = ignore_events
|
||||
_ignore_transitions = ignore_transitions
|
||||
|
||||
|
||||
## Connects all signals from the currently processing state chart
|
||||
func _prepare():
|
||||
_state_chart.event_received.connect(_on_event_received)
|
||||
|
||||
# find all state nodes below the state chart and connect their signals
|
||||
for child in _state_chart.get_children():
|
||||
if child is StateChartState:
|
||||
_prepare_state(child)
|
||||
|
||||
|
||||
func _prepare_state(state:StateChartState):
|
||||
state.state_entered.connect(_on_state_entered.bind(state))
|
||||
state.state_exited.connect(_on_state_exited.bind(state))
|
||||
state.transition_pending.connect(_on_transition_pending.bind(state))
|
||||
|
||||
# send initial state
|
||||
DebuggerMessage.state_updated(_state_chart, state)
|
||||
|
||||
# recurse into children
|
||||
for child in state.get_children():
|
||||
if child is StateChartState:
|
||||
_prepare_state(child)
|
||||
if child is Transition:
|
||||
child.taken.connect(_on_transition_taken.bind(state, child))
|
||||
|
||||
|
||||
func _on_transition_taken(source:StateChartState, transition:Transition):
|
||||
if _ignore_transitions:
|
||||
return
|
||||
DebuggerMessage.transition_taken(_state_chart, source, transition)
|
||||
|
||||
|
||||
func _on_event_received(event:StringName):
|
||||
if _ignore_events:
|
||||
return
|
||||
DebuggerMessage.event_received(_state_chart, event)
|
||||
|
||||
func _on_state_entered(state:StateChartState):
|
||||
DebuggerMessage.state_entered(_state_chart, state)
|
||||
|
||||
func _on_state_exited(state:StateChartState):
|
||||
DebuggerMessage.state_exited(_state_chart, state)
|
||||
|
||||
func _on_transition_pending(num1, remaining, state:StateChartState):
|
||||
DebuggerMessage.transition_pending(_state_chart, state, state._pending_transition, remaining)
|
||||
|
||||
|
|
@ -0,0 +1,54 @@
|
|||
@tool
|
||||
## This node receives messages from the editor debugger and forwards them to the state chart. It
|
||||
## the reverse of EditorDebuggerMessage.
|
||||
extends Node
|
||||
|
||||
const DebuggerMessage = preload("editor_debugger_message.gd")
|
||||
const SETTINGS_UPDATED_MESSAGE = DebuggerMessage.MESSAGE_PREFIX + ":scsu"
|
||||
const NAME = "StateChartEditorRemoteControl"
|
||||
|
||||
signal settings_updated(chart:NodePath, ignore_events:bool, ignore_transitions:bool)
|
||||
|
||||
static func get_instance(tree:SceneTree):
|
||||
# because we add the node deferred, callers in the same frame would not see
|
||||
# the node. Therefore we put it as metadata on the tree root. If we set the
|
||||
# minimum to Godot 4.2, we can use a static var for this which will
|
||||
# avoid this trickery.
|
||||
var result = tree.root.get_meta(NAME) if tree.root.has_meta(NAME) else null
|
||||
if not is_instance_valid(result):
|
||||
# we want to avoid using class_name to avoid polluting the namespace with
|
||||
# classes that are internals. we cannot use preload (cylic dependency)
|
||||
# so we have to do this abomination
|
||||
result = load("res://addons/godot_state_charts/utilities/editor_debugger/editor_debugger_settings_propagator.gd").new()
|
||||
result.name = NAME
|
||||
tree.root.set_meta(NAME, result)
|
||||
tree.root.add_child.call_deferred(result)
|
||||
|
||||
return result
|
||||
|
||||
## Sends a settings updated message.
|
||||
## session is an EditorDebuggerSession but this does not exist after export
|
||||
## so its not statically typed here. This code won't run after export anyways.
|
||||
static func send_settings_update(session, chart:NodePath, ignore_events:bool, ignore_transitions:bool) -> void:
|
||||
session.send_message(SETTINGS_UPDATED_MESSAGE, [chart, ignore_events, ignore_transitions])
|
||||
|
||||
|
||||
func _enter_tree():
|
||||
# When the node enters the tree, register a message capture to receive
|
||||
# settings updates from the editor.
|
||||
EngineDebugger.register_message_capture(DebuggerMessage.MESSAGE_PREFIX, _on_settings_updated)
|
||||
|
||||
|
||||
func _exit_tree():
|
||||
# When the node exits the tree, shut down the message capture.
|
||||
EngineDebugger.unregister_message_capture(DebuggerMessage.MESSAGE_PREFIX)
|
||||
|
||||
|
||||
|
||||
func _on_settings_updated(key:String, data:Array) -> bool:
|
||||
# Inform interested parties that
|
||||
settings_updated.emit(data[0], data[1], data[2])
|
||||
# accept the message
|
||||
return true
|
||||
|
||||
|
|
@ -0,0 +1,104 @@
|
|||
@tool
|
||||
## Helper class for serializing/deserializing state information from the game
|
||||
## into a format that can be used by the editor.
|
||||
|
||||
## State types that can be serialized
|
||||
enum StateTypes {
|
||||
AtomicState = 1,
|
||||
CompoundState = 2,
|
||||
ParallelState = 3,
|
||||
AnimationPlayerState = 4,
|
||||
AnimationTreeState = 5
|
||||
}
|
||||
|
||||
## Create an array from the given state information.
|
||||
static func make_array( \
|
||||
## The owning chart
|
||||
chart:NodePath, \
|
||||
## Path of the state
|
||||
path:NodePath, \
|
||||
## Whether it is currently active
|
||||
active:bool, \
|
||||
## Whether a transition is currently pending for this state
|
||||
transition_pending:bool, \
|
||||
## The path of the pending transition if any.
|
||||
transition_path:NodePath, \
|
||||
## The remaining transition delay for the pending transition if any.
|
||||
transition_delay:float, \
|
||||
## The kind of state
|
||||
state:StateChartState \
|
||||
) -> Array:
|
||||
return [ \
|
||||
chart, \
|
||||
path, \
|
||||
active, \
|
||||
transition_pending, \
|
||||
transition_path, \
|
||||
transition_delay, \
|
||||
type_for_state(state) ]
|
||||
|
||||
## Get the state type for the given state.
|
||||
static func type_for_state(state:StateChartState) -> StateTypes:
|
||||
if state is CompoundState:
|
||||
return StateTypes.CompoundState
|
||||
elif state is ParallelState:
|
||||
return StateTypes.ParallelState
|
||||
elif state is AnimationPlayerState:
|
||||
return StateTypes.AnimationPlayerState
|
||||
elif state is AnimationTreeState:
|
||||
return StateTypes.AnimationTreeState
|
||||
else:
|
||||
return StateTypes.AtomicState
|
||||
|
||||
## Accessors for the array.
|
||||
static func get_chart(array:Array) -> NodePath:
|
||||
return array[0]
|
||||
|
||||
static func get_state(array:Array) -> NodePath:
|
||||
return array[1]
|
||||
|
||||
static func get_active(array:Array) -> bool:
|
||||
return array[2]
|
||||
|
||||
static func get_transition_pending(array:Array) -> bool:
|
||||
return array[3]
|
||||
|
||||
static func get_transition_path(array:Array) -> NodePath:
|
||||
return array[4]
|
||||
|
||||
static func get_transition_delay(array:Array) -> float:
|
||||
return array[5]
|
||||
|
||||
static func get_state_type(array:Array) -> StateTypes:
|
||||
return array[6]
|
||||
|
||||
## Returns an icon for the state type of the given array.
|
||||
static func get_state_icon(array:Array) -> Texture2D:
|
||||
var type = get_state_type(array)
|
||||
if type == StateTypes.AtomicState:
|
||||
return preload("../../atomic_state.svg")
|
||||
elif type == StateTypes.CompoundState:
|
||||
return preload("../../compound_state.svg")
|
||||
elif type == StateTypes.ParallelState:
|
||||
return preload("../../parallel_state.svg")
|
||||
elif type == StateTypes.AnimationPlayerState:
|
||||
return preload("../../animation_player_state.svg")
|
||||
elif type == StateTypes.AnimationTreeState:
|
||||
return preload("../../animation_tree_state.svg")
|
||||
else:
|
||||
return null
|
||||
|
||||
|
||||
static func set_active(array:Array, active:bool) -> void:
|
||||
array[2] = active
|
||||
# if no longer active, clear the pending transition
|
||||
if not active:
|
||||
array[3] = false
|
||||
array[4] = null
|
||||
array[5] = 0.0
|
||||
|
||||
|
||||
static func set_transition_pending(array:Array, transition:NodePath, pending_time:float) -> void:
|
||||
array[3] = true
|
||||
array[4] = transition
|
||||
array[5] = pending_time
|
Loading…
Add table
Add a link
Reference in a new issue