/*************************************************************************/ /* editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef EDITOR_PLUGIN_H #define EDITOR_PLUGIN_H #include "core/io/config_file.h" #include "core/object/undo_redo.h" #include "editor/debugger/editor_debugger_node.h" #include "editor/editor_inspector.h" #include "editor/editor_translation_parser.h" #include "editor/import/editor_import_plugin.h" #include "editor/import/resource_importer_scene.h" #include "editor/script_create_dialog.h" #include "scene/3d/camera_3d.h" #include "scene/main/node.h" #include "scene/resources/texture.h" class EditorNode; class Node3D; class Camera3D; class EditorCommandPalette; class EditorSelection; class EditorExport; class EditorSettings; class EditorImportPlugin; class EditorExportPlugin; class EditorNode3DGizmoPlugin; class EditorResourcePreview; class EditorFileSystem; class EditorToolAddons; class EditorPaths; class FileSystemDock; class ScriptEditor; class EditorInterface : public Node { GDCLASS(EditorInterface, Node); protected: static void _bind_methods(); static EditorInterface *singleton; Array _make_mesh_previews(const Array &p_meshes, int p_preview_size); public: static EditorInterface *get_singleton() { return singleton; } Control *get_editor_main_control(); void edit_resource(const Ref &p_resource); void edit_node(Node *p_node); void open_scene_from_path(const String &scene_path); void reload_scene_from_path(const String &scene_path); void play_main_scene(); void play_current_scene(); void play_custom_scene(const String &scene_path); void stop_playing_scene(); bool is_playing_scene() const; String get_playing_scene() const; Node *get_edited_scene_root(); Array get_open_scenes() const; ScriptEditor *get_script_editor(); EditorCommandPalette *get_command_palette() const; void select_file(const String &p_file); String get_selected_path() const; String get_current_path() const; void inspect_object(Object *p_obj, const String &p_for_property = String(), bool p_inspector_only = false); EditorSelection *get_selection(); //EditorImportExport *get_import_export(); Ref get_editor_settings(); EditorPaths *get_editor_paths(); EditorResourcePreview *get_resource_previewer(); EditorFileSystem *get_resource_file_system(); FileSystemDock *get_file_system_dock(); Control *get_base_control(); float get_editor_scale() const; void set_plugin_enabled(const String &p_plugin, bool p_enabled); bool is_plugin_enabled(const String &p_plugin) const; EditorInspector *get_inspector() const; Error save_scene(); void save_scene_as(const String &p_scene, bool p_with_preview = true); Vector> make_mesh_previews(const Vector> &p_meshes, Vector *p_transforms, int p_preview_size); void set_main_screen_editor(const String &p_name); void set_distraction_free_mode(bool p_enter); bool is_distraction_free_mode_enabled() const; EditorInterface(); }; class EditorPlugin : public Node { GDCLASS(EditorPlugin, Node); friend class EditorData; UndoRedo *undo_redo = nullptr; UndoRedo *_get_undo_redo() { return undo_redo; } bool input_event_forwarding_always_enabled = false; bool force_draw_over_forwarding_enabled = false; String last_main_screen_name; void _editor_project_settings_changed(); protected: void _notification(int p_what); static void _bind_methods(); UndoRedo &get_undo_redo() { return *undo_redo; } void add_custom_type(const String &p_type, const String &p_base, const Ref