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d17811c814
The previous packaging format for Godot Android plugins consisted of the plugin's `gdap` config file accompanied by binaries defined in the `gdap` file. This format is now deprecated (starting with Godot 4.2), and instead Godot Android plugins are now packaged as `EditorExportPlugin` plugins. The `EditorExportPlugin` class has been updated with the following methods to provide the necessary set of functionality: - `_supports_platform`: returns true if the plugin supports the given platform - `_get_android_dependencies`: retrieve the set of android dependencies (e.g: `org.godot.example:my-plugin:0.0.0`) provided by the plugin - `_get_android_dependencies_maven_repos`: retrieve the urls of the maven repos for the provided android dependencies - `_get_android_libraries`: retrieve the local paths of the android libraries (AAR files) provided by the plugin - `_get_android_manifest_activity_element_contents`: update the contents of the `<activity>` element in the generated Android manifest - `_get_android_manifest_application_element_contents`: update the contents of the `<application>` element in the generated Android manifest - `_get_android_manifest_element_contents`: update the contents of the `<manifest>` element in the generated Android manifest
280 lines
11 KiB
C++
280 lines
11 KiB
C++
/**************************************************************************/
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/* 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 EDITOR_PLUGIN_H
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#define EDITOR_PLUGIN_H
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#include "core/io/config_file.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/gui/control.h"
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class Node3D;
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class Button;
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class PopupMenu;
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class EditorDebuggerPlugin;
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class EditorExport;
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class EditorExportPlugin;
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class EditorImportPlugin;
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class EditorInspectorPlugin;
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class EditorInterface;
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class EditorNode3DGizmoPlugin;
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class EditorResourceConversionPlugin;
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class EditorSceneFormatImporter;
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class EditorScenePostImportPlugin;
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class EditorToolAddons;
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class EditorTranslationParserPlugin;
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class EditorUndoRedoManager;
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class ScriptCreateDialog;
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class EditorPlugin : public Node {
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GDCLASS(EditorPlugin, Node);
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friend class EditorData;
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bool input_event_forwarding_always_enabled = false;
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bool force_draw_over_forwarding_enabled = false;
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String last_main_screen_name;
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String plugin_version;
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void _editor_project_settings_changed();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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EditorUndoRedoManager *get_undo_redo();
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void add_custom_type(const String &p_type, const String &p_base, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon);
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void remove_custom_type(const String &p_type);
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GDVIRTUAL1R(bool, _forward_canvas_gui_input, Ref<InputEvent>)
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GDVIRTUAL1(_forward_canvas_draw_over_viewport, Control *)
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GDVIRTUAL1(_forward_canvas_force_draw_over_viewport, Control *)
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GDVIRTUAL2R(int, _forward_3d_gui_input, Camera3D *, Ref<InputEvent>)
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GDVIRTUAL1(_forward_3d_draw_over_viewport, Control *)
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GDVIRTUAL1(_forward_3d_force_draw_over_viewport, Control *)
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GDVIRTUAL0RC(String, _get_plugin_name)
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GDVIRTUAL0RC(Ref<Texture2D>, _get_plugin_icon)
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GDVIRTUAL0RC(bool, _has_main_screen)
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GDVIRTUAL1(_make_visible, bool)
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GDVIRTUAL1(_edit, Object *)
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GDVIRTUAL1RC(bool, _handles, Object *)
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GDVIRTUAL0RC(Dictionary, _get_state)
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GDVIRTUAL1(_set_state, Dictionary)
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GDVIRTUAL0(_clear)
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GDVIRTUAL1RC(String, _get_unsaved_status, String)
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GDVIRTUAL0(_save_external_data)
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GDVIRTUAL0(_apply_changes)
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GDVIRTUAL0RC(Vector<String>, _get_breakpoints)
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GDVIRTUAL1(_set_window_layout, Ref<ConfigFile>)
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GDVIRTUAL1(_get_window_layout, Ref<ConfigFile>)
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GDVIRTUAL0R(bool, _build)
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GDVIRTUAL0(_enable_plugin)
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GDVIRTUAL0(_disable_plugin)
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public:
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enum CustomControlContainer {
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CONTAINER_TOOLBAR,
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CONTAINER_SPATIAL_EDITOR_MENU,
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CONTAINER_SPATIAL_EDITOR_SIDE_LEFT,
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CONTAINER_SPATIAL_EDITOR_SIDE_RIGHT,
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CONTAINER_SPATIAL_EDITOR_BOTTOM,
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CONTAINER_CANVAS_EDITOR_MENU,
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CONTAINER_CANVAS_EDITOR_SIDE_LEFT,
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CONTAINER_CANVAS_EDITOR_SIDE_RIGHT,
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CONTAINER_CANVAS_EDITOR_BOTTOM,
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CONTAINER_INSPECTOR_BOTTOM,
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CONTAINER_PROJECT_SETTING_TAB_LEFT,
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CONTAINER_PROJECT_SETTING_TAB_RIGHT,
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};
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enum DockSlot {
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DOCK_SLOT_LEFT_UL,
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DOCK_SLOT_LEFT_BL,
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DOCK_SLOT_LEFT_UR,
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DOCK_SLOT_LEFT_BR,
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DOCK_SLOT_RIGHT_UL,
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DOCK_SLOT_RIGHT_BL,
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DOCK_SLOT_RIGHT_UR,
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DOCK_SLOT_RIGHT_BR,
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DOCK_SLOT_MAX
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};
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enum AfterGUIInput {
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AFTER_GUI_INPUT_PASS,
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AFTER_GUI_INPUT_STOP,
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AFTER_GUI_INPUT_CUSTOM
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};
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//TODO: send a resource for editing to the editor node?
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void add_control_to_container(CustomControlContainer p_location, Control *p_control);
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void remove_control_from_container(CustomControlContainer p_location, Control *p_control);
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Button *add_control_to_bottom_panel(Control *p_control, const String &p_title);
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void add_control_to_dock(DockSlot p_slot, Control *p_control);
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void remove_control_from_docks(Control *p_control);
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void remove_control_from_bottom_panel(Control *p_control);
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void add_tool_menu_item(const String &p_name, const Callable &p_callable);
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void add_tool_submenu_item(const String &p_name, PopupMenu *p_submenu);
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void remove_tool_menu_item(const String &p_name);
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PopupMenu *get_export_as_menu();
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void set_input_event_forwarding_always_enabled();
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bool is_input_event_forwarding_always_enabled() { return input_event_forwarding_always_enabled; }
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void set_force_draw_over_forwarding_enabled();
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bool is_force_draw_over_forwarding_enabled() { return force_draw_over_forwarding_enabled; }
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void notify_main_screen_changed(const String &screen_name);
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void notify_scene_changed(const Node *scn_root);
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void notify_scene_closed(const String &scene_filepath);
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void notify_resource_saved(const Ref<Resource> &p_resource);
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virtual bool forward_canvas_gui_input(const Ref<InputEvent> &p_event);
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virtual void forward_canvas_draw_over_viewport(Control *p_overlay);
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virtual void forward_canvas_force_draw_over_viewport(Control *p_overlay);
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virtual EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event);
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virtual void forward_3d_draw_over_viewport(Control *p_overlay);
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virtual void forward_3d_force_draw_over_viewport(Control *p_overlay);
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virtual String get_name() const;
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virtual const Ref<Texture2D> get_icon() const;
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virtual String get_plugin_version() const;
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virtual void set_plugin_version(const String &p_version);
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virtual bool has_main_screen() const;
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virtual void make_visible(bool p_visible);
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virtual void selected_notify() {} //notify that it was raised by the user, not the editor
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virtual void edit(Object *p_object);
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virtual bool handles(Object *p_object) const;
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virtual Dictionary get_state() const; //save editor state so it can't be reloaded when reloading scene
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virtual void set_state(const Dictionary &p_state); //restore editor state (likely was saved with the scene)
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virtual void clear(); // clear any temporary data in the editor, reset it (likely new scene or load another scene)
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virtual String get_unsaved_status(const String &p_for_scene = "") const;
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virtual void save_external_data(); // if editor references external resources/scenes, save them
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virtual void apply_changes(); // if changes are pending in editor, apply them
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virtual void get_breakpoints(List<String> *p_breakpoints);
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virtual bool get_remove_list(List<Node *> *p_list);
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virtual void set_window_layout(Ref<ConfigFile> p_layout);
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virtual void get_window_layout(Ref<ConfigFile> p_layout);
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virtual void edited_scene_changed() {} // if changes are pending in editor, apply them
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virtual bool build(); // builds with external tools. Returns true if safe to continue running scene.
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EditorInterface *get_editor_interface();
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ScriptCreateDialog *get_script_create_dialog();
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void add_undo_redo_inspector_hook_callback(Callable p_callable);
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void remove_undo_redo_inspector_hook_callback(Callable p_callable);
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int update_overlays() const;
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void queue_save_layout();
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void make_bottom_panel_item_visible(Control *p_item);
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void hide_bottom_panel();
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void add_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser);
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void remove_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser);
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void add_import_plugin(const Ref<EditorImportPlugin> &p_importer, bool p_first_priority = false);
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void remove_import_plugin(const Ref<EditorImportPlugin> &p_importer);
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void add_export_plugin(const Ref<EditorExportPlugin> &p_exporter);
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void remove_export_plugin(const Ref<EditorExportPlugin> &p_exporter);
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void add_node_3d_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin);
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void remove_node_3d_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin);
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void add_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin);
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void remove_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin);
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void add_scene_format_importer_plugin(const Ref<EditorSceneFormatImporter> &p_importer, bool p_first_priority = false);
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void remove_scene_format_importer_plugin(const Ref<EditorSceneFormatImporter> &p_importer);
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void add_scene_post_import_plugin(const Ref<EditorScenePostImportPlugin> &p_importer, bool p_first_priority = false);
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void remove_scene_post_import_plugin(const Ref<EditorScenePostImportPlugin> &p_importer);
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void add_autoload_singleton(const String &p_name, const String &p_path);
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void remove_autoload_singleton(const String &p_name);
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void add_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin);
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void remove_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin);
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void add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
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void remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin);
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void enable_plugin();
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void disable_plugin();
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EditorPlugin() {}
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virtual ~EditorPlugin() {}
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};
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VARIANT_ENUM_CAST(EditorPlugin::CustomControlContainer);
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VARIANT_ENUM_CAST(EditorPlugin::DockSlot);
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VARIANT_ENUM_CAST(EditorPlugin::AfterGUIInput);
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typedef EditorPlugin *(*EditorPluginCreateFunc)();
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class EditorPlugins {
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enum {
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MAX_CREATE_FUNCS = 128
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};
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static EditorPluginCreateFunc creation_funcs[MAX_CREATE_FUNCS];
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static int creation_func_count;
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template <class T>
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static EditorPlugin *creator() {
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return memnew(T);
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}
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public:
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static int get_plugin_count() { return creation_func_count; }
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static EditorPlugin *create(int p_idx) {
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ERR_FAIL_INDEX_V(p_idx, creation_func_count, nullptr);
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return creation_funcs[p_idx]();
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}
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template <class T>
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static void add_by_type() {
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add_create_func(creator<T>);
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}
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static void add_create_func(EditorPluginCreateFunc p_func) {
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ERR_FAIL_COND(creation_func_count >= MAX_CREATE_FUNCS);
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creation_funcs[creation_func_count++] = p_func;
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}
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};
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#endif // EDITOR_PLUGIN_H
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