godot/editor/plugins/editor_plugin.cpp

/**************************************************************************/
/*  editor_plugin.cpp                                                     */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "editor_plugin.h"
#include "editor_plugin.compat.inc"

#include "editor/debugger/editor_debugger_node.h"
#include "editor/editor_dock_manager.h"
#include "editor/editor_file_system.h"
#include "editor/editor_inspector.h"
#include "editor/editor_interface.h"
#include "editor/editor_node.h"
#include "editor/editor_translation_parser.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/export/editor_export.h"
#include "editor/export/editor_export_platform.h"
#include "editor/gui/editor_bottom_panel.h"
#include "editor/gui/editor_title_bar.h"
#include "editor/import/3d/resource_importer_scene.h"
#include "editor/import/editor_import_plugin.h"
#include "editor/inspector_dock.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#include "editor/plugins/editor_debugger_plugin.h"
#include "editor/plugins/editor_resource_conversion_plugin.h"
#include "editor/plugins/node_3d_editor_plugin.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/project_settings_editor.h"
#include "editor/scene_tree_dock.h"
#include "scene/3d/camera_3d.h"
#include "scene/gui/popup_menu.h"
#include "scene/resources/image_texture.h"
#include "servers/rendering_server.h"

void EditorPlugin::add_custom_type(const String &p_type, const String &p_base, const Ref<Script> &p_script, const Ref<Texture2D> &p_icon) {}

void EditorPlugin::remove_custom_type(const String &p_type) {}

void EditorPlugin::add_autoload_singleton(const String &p_name, const String &p_path) {}

void EditorPlugin::remove_autoload_singleton(const String &p_name) {}

Button *EditorPlugin::add_control_to_bottom_panel(Control *p_control, const String &p_title, const Ref<Shortcut> &p_shortcut) {}

void EditorPlugin::add_control_to_dock(DockSlot p_slot, Control *p_control, const Ref<Shortcut> &p_shortcut) {}

void EditorPlugin::remove_control_from_docks(Control *p_control) {}

void EditorPlugin::remove_control_from_bottom_panel(Control *p_control) {}

void EditorPlugin::set_dock_tab_icon(Control *p_control, const Ref<Texture2D> &p_icon) {}

void EditorPlugin::add_control_to_container(CustomControlContainer p_location, Control *p_control) {}

void EditorPlugin::remove_control_from_container(CustomControlContainer p_location, Control *p_control) {}

void EditorPlugin::add_tool_menu_item(const String &p_name, const Callable &p_callable) {}

void EditorPlugin::add_tool_submenu_item(const String &p_name, PopupMenu *p_submenu) {}

void EditorPlugin::remove_tool_menu_item(const String &p_name) {}

PopupMenu *EditorPlugin::get_export_as_menu() {}

void EditorPlugin::set_input_event_forwarding_always_enabled() {}

void EditorPlugin::set_force_draw_over_forwarding_enabled() {}

void EditorPlugin::notify_scene_changed(const Node *scn_root) {}

void EditorPlugin::notify_main_screen_changed(const String &screen_name) {}

void EditorPlugin::notify_scene_closed(const String &scene_filepath) {}

void EditorPlugin::notify_resource_saved(const Ref<Resource> &p_resource) {}

void EditorPlugin::notify_scene_saved(const String &p_scene_filepath) {}

bool EditorPlugin::forward_canvas_gui_input(const Ref<InputEvent> &p_event) {}

void EditorPlugin::forward_canvas_draw_over_viewport(Control *p_overlay) {}

void EditorPlugin::forward_canvas_force_draw_over_viewport(Control *p_overlay) {}

// Updates the overlays of the 2D viewport or, if in 3D mode, of every 3D viewport.
int EditorPlugin::update_overlays() const {}

EditorPlugin::AfterGUIInput EditorPlugin::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) {}

void EditorPlugin::forward_3d_draw_over_viewport(Control *p_overlay) {}

void EditorPlugin::forward_3d_force_draw_over_viewport(Control *p_overlay) {}

String EditorPlugin::get_name() const {}

const Ref<Texture2D> EditorPlugin::get_icon() const {}

String EditorPlugin::get_plugin_version() const {}

void EditorPlugin::set_plugin_version(const String &p_version) {}

bool EditorPlugin::has_main_screen() const {}

void EditorPlugin::make_visible(bool p_visible) {}

void EditorPlugin::edit(Object *p_object) {}

bool EditorPlugin::handles(Object *p_object) const {}

bool EditorPlugin::can_auto_hide() const {}

Dictionary EditorPlugin::get_state() const {}

void EditorPlugin::set_state(const Dictionary &p_state) {}

void EditorPlugin::clear() {}

String EditorPlugin::get_unsaved_status(const String &p_for_scene) const {}

void EditorPlugin::save_external_data() {}

// if changes are pending in editor, apply them
void EditorPlugin::apply_changes() {}

void EditorPlugin::get_breakpoints(List<String> *p_breakpoints) {}

bool EditorPlugin::get_remove_list(List<Node *> *p_list) {}

void EditorPlugin::add_undo_redo_inspector_hook_callback(Callable p_callable) {}

void EditorPlugin::remove_undo_redo_inspector_hook_callback(Callable p_callable) {}

void EditorPlugin::add_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser) {}

void EditorPlugin::remove_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser) {}

void EditorPlugin::add_import_plugin(const Ref<EditorImportPlugin> &p_importer, bool p_first_priority) {}

void EditorPlugin::remove_import_plugin(const Ref<EditorImportPlugin> &p_importer) {}

void EditorPlugin::add_export_plugin(const Ref<EditorExportPlugin> &p_exporter) {}

void EditorPlugin::remove_export_plugin(const Ref<EditorExportPlugin> &p_exporter) {}

void EditorPlugin::add_export_platform(const Ref<EditorExportPlatform> &p_platform) {}

void EditorPlugin::remove_export_platform(const Ref<EditorExportPlatform> &p_platform) {}

void EditorPlugin::add_node_3d_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin) {}

void EditorPlugin::remove_node_3d_gizmo_plugin(const Ref<EditorNode3DGizmoPlugin> &p_gizmo_plugin) {}

void EditorPlugin::add_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin) {}

void EditorPlugin::remove_inspector_plugin(const Ref<EditorInspectorPlugin> &p_plugin) {}

void EditorPlugin::add_scene_format_importer_plugin(const Ref<EditorSceneFormatImporter> &p_importer, bool p_first_priority) {}

void EditorPlugin::remove_scene_format_importer_plugin(const Ref<EditorSceneFormatImporter> &p_importer) {}

void EditorPlugin::add_scene_post_import_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin, bool p_first_priority) {}

void EditorPlugin::remove_scene_post_import_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin) {}

void EditorPlugin::add_context_menu_plugin(EditorContextMenuPlugin::ContextMenuSlot p_slot, const Ref<EditorContextMenuPlugin> &p_plugin) {}

void EditorPlugin::remove_context_menu_plugin(const Ref<EditorContextMenuPlugin> &p_plugin) {}

int find(const PackedStringArray &a, const String &v) {}

void EditorPlugin::enable_plugin() {}

void EditorPlugin::disable_plugin() {}

void EditorPlugin::set_window_layout(Ref<ConfigFile> p_layout) {}

void EditorPlugin::get_window_layout(Ref<ConfigFile> p_layout) {}

bool EditorPlugin::build() {}

void EditorPlugin::queue_save_layout() {}

void EditorPlugin::make_bottom_panel_item_visible(Control *p_item) {}

void EditorPlugin::hide_bottom_panel() {}

EditorInterface *EditorPlugin::get_editor_interface() {}

ScriptCreateDialog *EditorPlugin::get_script_create_dialog() {}

void EditorPlugin::add_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin) {}

void EditorPlugin::remove_debugger_plugin(const Ref<EditorDebuggerPlugin> &p_plugin) {}

void EditorPlugin::add_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin) {}

void EditorPlugin::remove_resource_conversion_plugin(const Ref<EditorResourceConversionPlugin> &p_plugin) {}

#ifndef DISABLE_DEPRECATED
void EditorPlugin::_editor_project_settings_changed() {}
#endif

void EditorPlugin::_notification(int p_what) {}

void EditorPlugin::_bind_methods() {}

EditorUndoRedoManager *EditorPlugin::get_undo_redo() {}

EditorPluginCreateFunc EditorPlugins::creation_funcs[MAX_CREATE_FUNCS];

int EditorPlugins::creation_func_count =;