* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
58 lines
2.8 KiB
C++
58 lines
2.8 KiB
C++
/*************************************************************************/
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/* register_types.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 "register_types.h"
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#include "editor/editor_node.h"
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#include "editor_scene_importer_fbx.h"
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#ifdef TOOLS_ENABLED
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static void _editor_init() {
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Ref<EditorSceneImporterFBX> import_fbx;
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import_fbx.instantiate();
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ResourceImporterScene::get_singleton()->add_importer(import_fbx);
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}
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#endif
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void register_fbx_types() {
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#ifdef TOOLS_ENABLED
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ClassDB::APIType prev_api = ClassDB::get_current_api();
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ClassDB::set_current_api(ClassDB::API_EDITOR);
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GDREGISTER_CLASS(EditorSceneImporterFBX);
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ClassDB::set_current_api(prev_api);
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EditorNode::add_init_callback(_editor_init);
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#endif
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}
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void unregister_fbx_types() {
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}
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