/*************************************************************************/ /* editor_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 EDITOR_PLUGIN_H #define EDITOR_PLUGIN_H #include "editor/import/editor_import_plugin.h" #include "io/config_file.h" #include "scene/gui/tool_button.h" #include "scene/main/node.h" #include "scene/resources/texture.h" #include "editor/import/resource_importer_scene.h" #include "undo_redo.h" /** @author Juan Linietsky */ class EditorNode; class Spatial; class Camera; class EditorSelection; class EditorExport; class EditorSettings; class SpatialEditorGizmo; class EditorImportPlugin; class EditorExportPlugin; class EditorResourcePreview; class EditorFileSystem; class EditorToolAddons; class ScriptEditor; class EditorInterface : public Node { GDCLASS(EditorInterface, Node) protected: static void _bind_methods(); static EditorInterface *singleton; Array _make_mesh_previews(const Array &p_meshes, int p_preview_size); public: static EditorInterface *get_singleton() { return singleton; } Control *get_editor_viewport(); void edit_resource(const Ref &p_resource); void open_scene_from_path(const String &scene_path); void reload_scene_from_path(const String &scene_path); Node *get_edited_scene_root(); Array get_open_scenes() const; ScriptEditor *get_script_editor(); void inspect_object(Object *p_obj, const String &p_for_property = String()); EditorSelection *get_selection(); //EditorImportExport *get_import_export(); EditorSettings *get_editor_settings(); EditorResourcePreview *get_resource_previewer(); EditorFileSystem *get_resource_file_system(); Control *get_base_control(); Error save_scene(); void save_scene_as(const String &p_scene, bool p_with_preview = true); Vector > make_mesh_previews(const Vector > &p_meshes, int p_preview_size); EditorInterface(); }; class EditorPlugin : public Node { GDCLASS(EditorPlugin, Node); friend class EditorData; UndoRedo *undo_redo; UndoRedo *_get_undo_redo() { return undo_redo; } bool input_event_forwarding_always_enabled; bool force_draw_over_forwarding_enabled; String last_main_screen_name; protected: static void _bind_methods(); UndoRedo &get_undo_redo() { return *undo_redo; } void add_custom_type(const String &p_type, const String &p_base, const Ref