/*************************************************************************/ /* gdnative_library_editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 GDNATIVE_LIBRARY_EDITOR_PLUGIN_H #define GDNATIVE_LIBRARY_EDITOR_PLUGIN_H #ifdef TOOLS_ENABLED #include "editor/editor_plugin.h" #include "gdnative.h" #include "scene/gui/control.h" #include "scene/gui/menu_button.h" #include "scene/gui/tree.h" class EditorNode; class EditorFileDialog; class GDNativeLibraryEditor : public Control { GDCLASS(GDNativeLibraryEditor, Control); struct NativePlatformConfig { String name; String library_extension; List entries; }; struct TargetConfig { String library; Array dependencies; }; enum ItemButton { BUTTON_SELECT_LIBRARY, BUTTON_CLEAR_LIBRARY, BUTTON_SELECT_DEPENDENCES, BUTTON_CLEAR_DEPENDENCES, BUTTON_ERASE_ENTRY, BUTTON_MOVE_UP, BUTTON_MOVE_DOWN, }; Tree *tree; MenuButton *filter; EditorFileDialog *file_dialog; ConfirmationDialog *new_architecture_dialog; LineEdit *new_architecture_input; Set collapsed_items; String showing_platform; Ref library; Map platforms; Map entry_configs; protected: static void _bind_methods(); void _update_tree(); void _on_item_button(Object *item, int column, int id); void _on_library_selected(const String &file); void _on_dependencies_selected(const PackedStringArray &files); void _on_filter_selected(int id); void _on_item_collapsed(Object *p_item); void _on_item_activated(); void _on_create_new_entry(); void _set_target_value(const String §ion, const String &target, Variant file); void _erase_entry(const String &platform, const String &entry); void _move_entry(const String &platform, const String &entry, int dir); void _translate_to_config_file(); public: void edit(Ref p_library); GDNativeLibraryEditor(); }; class GDNativeLibraryEditorPlugin : public EditorPlugin { GDCLASS(GDNativeLibraryEditorPlugin, EditorPlugin); GDNativeLibraryEditor *library_editor = nullptr; EditorNode *editor = nullptr; Button *button = nullptr; public: virtual String get_name() const override { return "GDNativeLibrary"; } bool has_main_screen() const override { return false; } virtual void edit(Object *p_node) override; virtual bool handles(Object *p_node) const override; virtual void make_visible(bool p_visible) override; GDNativeLibraryEditorPlugin(EditorNode *p_node); }; #endif #endif // GDNATIVE_LIBRARY_EDITOR_PLUGIN_H