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Happy new year to the wonderful Godot community!
115 lines
4.3 KiB
C++
115 lines
4.3 KiB
C++
/*************************************************************************/
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/* gdnative_library_editor_plugin.h */
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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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#ifndef GDNATIVE_LIBRARY_EDITOR_PLUGIN_H
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#define GDNATIVE_LIBRARY_EDITOR_PLUGIN_H
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#ifdef TOOLS_ENABLED
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#include "editor/editor_node.h"
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#include "gdnative.h"
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class GDNativeLibraryEditor : public Control {
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GDCLASS(GDNativeLibraryEditor, Control);
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struct NativePlatformConfig {
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String name;
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String library_extension;
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List<String> entries;
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};
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struct TargetConfig {
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String library;
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Array dependencies;
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};
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enum ItemButton {
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BUTTON_SELECT_LIBRARY,
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BUTTON_CLEAR_LIBRARY,
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BUTTON_SELECT_DEPENDENCES,
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BUTTON_CLEAR_DEPENDENCES,
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BUTTON_ERASE_ENTRY,
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BUTTON_MOVE_UP,
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BUTTON_MOVE_DOWN,
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};
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Tree *tree;
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OptionButton *filter;
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EditorFileDialog *file_dialog;
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ConfirmationDialog *new_architecture_dialog;
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LineEdit *new_architecture_input;
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Set<String> collapsed_items;
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String showing_platform;
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Ref<GDNativeLibrary> library;
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Map<String, NativePlatformConfig> platforms;
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Map<String, TargetConfig> entry_configs;
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protected:
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static void _bind_methods();
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void _update_tree();
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void _on_item_button(Object *item, int column, int id);
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void _on_library_selected(const String &file);
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void _on_dependencies_selected(const PoolStringArray &files);
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void _on_filter_selected(int id);
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void _on_item_collapsed(Object *p_item);
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void _on_item_activated();
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void _on_create_new_entry();
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void _set_target_value(const String §ion, const String &target, Variant file);
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void _erase_entry(const String &platform, const String &entry);
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void _move_entry(const String &platform, const String &entry, int dir);
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void _translate_to_config_file();
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public:
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void edit(Ref<GDNativeLibrary> p_library);
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GDNativeLibraryEditor();
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};
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class GDNativeLibraryEditorPlugin : public EditorPlugin {
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GDCLASS(GDNativeLibraryEditorPlugin, EditorPlugin);
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GDNativeLibraryEditor *library_editor;
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EditorNode *editor;
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Button *button;
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public:
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virtual String get_name() const { return "GDNativeLibrary"; }
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bool has_main_screen() const { return false; }
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virtual void edit(Object *p_node);
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virtual bool handles(Object *p_node) const;
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virtual void make_visible(bool p_visible);
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GDNativeLibraryEditorPlugin(EditorNode *p_node);
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};
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#endif
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#endif // GDNATIVE_LIBRARY_EDITOR_PLUGIN_H
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