godot/modules/gdnative/gdnative_library_editor_plugin.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

115 lines
4.3 KiB
C++

/*************************************************************************/
/* gdnative_library_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 GDNATIVE_LIBRARY_EDITOR_PLUGIN_H
#define GDNATIVE_LIBRARY_EDITOR_PLUGIN_H
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"
#include "gdnative.h"
class GDNativeLibraryEditor : public Control {
GDCLASS(GDNativeLibraryEditor, Control);
struct NativePlatformConfig {
String name;
String library_extension;
List<String> entries;
};
struct TargetConfig {
String library;
Array dependencies;
};
enum ItemButton {
BUTTON_SELECT_LIBRARY,
BUTTON_CLEAR_LIBRARY,
BUTTON_SELECT_DEPENDENCES,
BUTTON_CLEAR_DEPENDENCES,
BUTTON_ERASE_ENTRY,
BUTTON_MOVE_UP,
BUTTON_MOVE_DOWN,
};
Tree *tree;
MenuButton *filter;
EditorFileDialog *file_dialog;
ConfirmationDialog *new_architecture_dialog;
LineEdit *new_architecture_input;
Set<String> collapsed_items;
String showing_platform;
Ref<GDNativeLibrary> library;
Map<String, NativePlatformConfig> platforms;
Map<String, TargetConfig> entry_configs;
protected:
static void _bind_methods();
void _update_tree();
void _on_item_button(Object *item, int column, int id);
void _on_library_selected(const String &file);
void _on_dependencies_selected(const PoolStringArray &files);
void _on_filter_selected(int id);
void _on_item_collapsed(Object *p_item);
void _on_item_activated();
void _on_create_new_entry();
void _set_target_value(const String &section, const String &target, Variant file);
void _erase_entry(const String &platform, const String &entry);
void _move_entry(const String &platform, const String &entry, int dir);
void _translate_to_config_file();
public:
void edit(Ref<GDNativeLibrary> p_library);
GDNativeLibraryEditor();
};
class GDNativeLibraryEditorPlugin : public EditorPlugin {
GDCLASS(GDNativeLibraryEditorPlugin, EditorPlugin);
GDNativeLibraryEditor *library_editor;
EditorNode *editor;
Button *button;
public:
virtual String get_name() const { return "GDNativeLibrary"; }
bool has_main_screen() const { return false; }
virtual void edit(Object *p_node);
virtual bool handles(Object *p_node) const;
virtual void make_visible(bool p_visible);
GDNativeLibraryEditorPlugin(EditorNode *p_node);
};
#endif
#endif // GDNATIVE_LIBRARY_EDITOR_PLUGIN_H