godot/modules/gdnative/gdnative_library_editor_plu...

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4.3 KiB
C++

/*************************************************************************/
/* gdnative_library_editor_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 PackedStringArray &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 override { return "GDNativeLibrary"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_node) override;
virtual bool handles(Object *p_node) const override;
virtual void make_visible(bool p_visible) override;
GDNativeLibraryEditorPlugin(EditorNode *p_node);
};
#endif
#endif // GDNATIVE_LIBRARY_EDITOR_PLUGIN_H