1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
114 lines
4.3 KiB
C++
114 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) 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 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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MenuButton *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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