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mirror of https://github.com/godotengine/godot.git synced 2025-12-02 16:48:55 +00:00

Cleanup EditorPluginList

- Removes unused / unnecessary methods.
- Removes the `Object` parent. No `Object` features are used by this class.
- Makes the actual list a `LocalVector` instead of a `Vector`. It's not shared.
- Moves the class into a separate file. `editor_node.{h,cpp}` are bloated.
- Simplify some call sites of `EditorPluginList` methods.
This commit is contained in:
Haoyu Qiu
2025-07-26 14:20:34 +08:00
parent 3bf0f771ee
commit fb476d0b0c
7 changed files with 181 additions and 158 deletions

View File

@@ -47,6 +47,7 @@
#include "core/version.h"
#include "editor/editor_string_names.h"
#include "editor/inspector/editor_context_menu_plugin.h"
#include "editor/plugins/editor_plugin_list.h"
#include "main/main.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/bone_attachment_3d.h"
@@ -8899,92 +8900,3 @@ EditorNode::~EditorNode() {
singleton = nullptr;
}
/*
* EDITOR PLUGIN LIST
*/
void EditorPluginList::make_visible(bool p_visible) {
for (int i = 0; i < plugins_list.size(); i++) {
plugins_list[i]->make_visible(p_visible);
}
}
void EditorPluginList::edit(Object *p_object) {
for (int i = 0; i < plugins_list.size(); i++) {
plugins_list[i]->edit(p_object);
}
}
bool EditorPluginList::forward_gui_input(const Ref<InputEvent> &p_event) {
bool discard = false;
for (int i = 0; i < plugins_list.size(); i++) {
if (plugins_list[i]->forward_canvas_gui_input(p_event)) {
discard = true;
}
}
return discard;
}
EditorPlugin::AfterGUIInput EditorPluginList::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool serve_when_force_input_enabled) {
EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
for (int i = 0; i < plugins_list.size(); i++) {
if ((!serve_when_force_input_enabled) && plugins_list[i]->is_input_event_forwarding_always_enabled()) {
continue;
}
EditorPlugin::AfterGUIInput current_after = plugins_list[i]->forward_3d_gui_input(p_camera, p_event);
if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
after = EditorPlugin::AFTER_GUI_INPUT_STOP;
}
if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
}
return after;
}
void EditorPluginList::forward_canvas_draw_over_viewport(Control *p_overlay) {
for (int i = 0; i < plugins_list.size(); i++) {
plugins_list[i]->forward_canvas_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_canvas_force_draw_over_viewport(Control *p_overlay) {
for (int i = 0; i < plugins_list.size(); i++) {
plugins_list[i]->forward_canvas_force_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_3d_draw_over_viewport(Control *p_overlay) {
for (int i = 0; i < plugins_list.size(); i++) {
plugins_list[i]->forward_3d_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_3d_force_draw_over_viewport(Control *p_overlay) {
for (int i = 0; i < plugins_list.size(); i++) {
plugins_list[i]->forward_3d_force_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::add_plugin(EditorPlugin *p_plugin) {
ERR_FAIL_COND(plugins_list.has(p_plugin));
plugins_list.push_back(p_plugin);
}
void EditorPluginList::remove_plugin(EditorPlugin *p_plugin) {
plugins_list.erase(p_plugin);
}
bool EditorPluginList::is_empty() {
return plugins_list.is_empty();
}
void EditorPluginList::clear() {
plugins_list.clear();
}

View File

@@ -1013,35 +1013,6 @@ public:
void run_editor_script(const Ref<Script> &p_script);
};
class EditorPluginList : public Object {
GDSOFTCLASS(EditorPluginList, Object);
private:
Vector<EditorPlugin *> plugins_list;
public:
void set_plugins_list(Vector<EditorPlugin *> p_plugins_list) {
plugins_list = p_plugins_list;
}
Vector<EditorPlugin *> &get_plugins_list() {
return plugins_list;
}
void make_visible(bool p_visible);
void edit(Object *p_object);
bool forward_gui_input(const Ref<InputEvent> &p_event);
void forward_canvas_draw_over_viewport(Control *p_overlay);
void forward_canvas_force_draw_over_viewport(Control *p_overlay);
EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool serve_when_force_input_enabled);
void forward_3d_draw_over_viewport(Control *p_overlay);
void forward_3d_force_draw_over_viewport(Control *p_overlay);
void add_plugin(EditorPlugin *p_plugin);
void remove_plugin(EditorPlugin *p_plugin);
void clear();
bool is_empty();
};
struct EditorProgressBG {
String task;
void step(int p_step = -1) { EditorNode::progress_task_step_bg(task, p_step); }

View File

@@ -47,6 +47,7 @@
#include "editor/import/3d/resource_importer_scene.h"
#include "editor/import/editor_import_plugin.h"
#include "editor/inspector/editor_inspector.h"
#include "editor/plugins/editor_plugin_list.h"
#include "editor/plugins/editor_resource_conversion_plugin.h"
#include "editor/scene/3d/node_3d_editor_plugin.h"
#include "editor/scene/canvas_item_editor_plugin.h"
@@ -223,14 +224,12 @@ PopupMenu *EditorPlugin::get_export_as_menu() {
void EditorPlugin::set_input_event_forwarding_always_enabled() {
input_event_forwarding_always_enabled = true;
EditorPluginList *always_input_forwarding_list = EditorNode::get_singleton()->get_editor_plugins_force_input_forwarding();
always_input_forwarding_list->add_plugin(this);
EditorNode::get_singleton()->get_editor_plugins_force_input_forwarding()->add_plugin(this);
}
void EditorPlugin::set_force_draw_over_forwarding_enabled() {
force_draw_over_forwarding_enabled = true;
EditorPluginList *always_draw_over_forwarding_list = EditorNode::get_singleton()->get_editor_plugins_force_over();
always_draw_over_forwarding_list->add_plugin(this);
EditorNode::get_singleton()->get_editor_plugins_force_over()->add_plugin(this);
}
void EditorPlugin::notify_scene_changed(const Node *scn_root) {

View File

@@ -0,0 +1,96 @@
/**************************************************************************/
/* editor_plugin_list.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#include "editor_plugin_list.h"
bool EditorPluginList::forward_gui_input(const Ref<InputEvent> &p_event) const {
bool discard = false;
for (EditorPlugin *plugin : plugins_list) {
if (plugin->forward_canvas_gui_input(p_event)) {
discard = true;
}
}
return discard;
}
EditorPlugin::AfterGUIInput EditorPluginList::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool p_serve_when_force_input_enabled) const {
EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
for (EditorPlugin *plugin : plugins_list) {
if (!p_serve_when_force_input_enabled && plugin->is_input_event_forwarding_always_enabled()) {
continue;
}
EditorPlugin::AfterGUIInput current_after = plugin->forward_3d_gui_input(p_camera, p_event);
if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
after = EditorPlugin::AFTER_GUI_INPUT_STOP;
}
if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
}
return after;
}
void EditorPluginList::forward_canvas_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_canvas_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_canvas_force_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_canvas_force_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_3d_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_3d_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::forward_3d_force_draw_over_viewport(Control *p_overlay) const {
for (EditorPlugin *plugin : plugins_list) {
plugin->forward_3d_force_draw_over_viewport(p_overlay);
}
}
void EditorPluginList::add_plugin(EditorPlugin *p_plugin) {
ERR_FAIL_COND(plugins_list.has(p_plugin));
plugins_list.push_back(p_plugin);
}
void EditorPluginList::remove_plugin(EditorPlugin *p_plugin) {
plugins_list.erase(p_plugin);
}

View File

@@ -0,0 +1,51 @@
/**************************************************************************/
/* editor_plugin_list.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "editor/plugins/editor_plugin.h"
class Control;
class InputEvent;
class EditorPluginList {
LocalVector<EditorPlugin *> plugins_list;
public:
bool forward_gui_input(const Ref<InputEvent> &p_event) const;
void forward_canvas_draw_over_viewport(Control *p_overlay) const;
void forward_canvas_force_draw_over_viewport(Control *p_overlay) const;
EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool p_serve_when_force_input_enabled) const;
void forward_3d_draw_over_viewport(Control *p_overlay) const;
void forward_3d_force_draw_over_viewport(Control *p_overlay) const;
void add_plugin(EditorPlugin *p_plugin);
void remove_plugin(EditorPlugin *p_plugin);
};

View File

@@ -44,6 +44,7 @@
#include "editor/editor_string_names.h"
#include "editor/editor_undo_redo_manager.h"
#include "editor/gui/editor_spin_slider.h"
#include "editor/plugins/editor_plugin_list.h"
#include "editor/run/editor_run_bar.h"
#include "editor/scene/3d/gizmos/audio_listener_3d_gizmo_plugin.h"
#include "editor/scene/3d/gizmos/audio_stream_player_3d_gizmo_plugin.h"
@@ -1726,28 +1727,33 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) {
EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
{
EditorNode *en = EditorNode::get_singleton();
EditorPluginList *force_input_forwarding_list = en->get_editor_plugins_force_input_forwarding();
if (!force_input_forwarding_list->is_empty()) {
EditorPlugin::AfterGUIInput discard = force_input_forwarding_list->forward_3d_gui_input(camera, p_event, true);
if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
return;
}
if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
switch (en->get_editor_plugins_force_input_forwarding()->forward_3d_gui_input(camera, p_event, true)) {
case EditorPlugin::AFTER_GUI_INPUT_PASS: {
// Continue processing.
} break;
case EditorPlugin::AFTER_GUI_INPUT_STOP: {
return; // Stop processing.
} break;
case EditorPlugin::AFTER_GUI_INPUT_CUSTOM: {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
} break;
}
}
}
{
EditorNode *en = EditorNode::get_singleton();
EditorPluginList *over_plugin_list = en->get_editor_plugins_over();
if (!over_plugin_list->is_empty()) {
EditorPlugin::AfterGUIInput discard = over_plugin_list->forward_3d_gui_input(camera, p_event, false);
if (discard == EditorPlugin::AFTER_GUI_INPUT_STOP) {
return;
}
if (discard == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
switch (en->get_editor_plugins_over()->forward_3d_gui_input(camera, p_event, false)) {
case EditorPlugin::AFTER_GUI_INPUT_PASS: {
// Continue processing.
} break;
case EditorPlugin::AFTER_GUI_INPUT_STOP: {
return; // Stop processing.
} break;
case EditorPlugin::AFTER_GUI_INPUT_CUSTOM: {
after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
}
} break;
}
}
@@ -3494,15 +3500,8 @@ static void draw_indicator_bar(Control &p_surface, real_t p_fill, const Ref<Text
}
void Node3DEditorViewport::_draw() {
EditorPluginList *over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_over();
if (!over_plugin_list->is_empty()) {
over_plugin_list->forward_3d_draw_over_viewport(surface);
}
EditorPluginList *force_over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_force_over();
if (!force_over_plugin_list->is_empty()) {
force_over_plugin_list->forward_3d_force_draw_over_viewport(surface);
}
EditorNode::get_singleton()->get_editor_plugins_over()->forward_3d_draw_over_viewport(surface);
EditorNode::get_singleton()->get_editor_plugins_force_over()->forward_3d_force_draw_over_viewport(surface);
if (surface->has_focus() || rotation_control->has_focus()) {
Size2 size = surface->get_size();

View File

@@ -43,6 +43,7 @@
#include "editor/gui/editor_toaster.h"
#include "editor/gui/editor_zoom_widget.h"
#include "editor/inspector/editor_context_menu_plugin.h"
#include "editor/plugins/editor_plugin_list.h"
#include "editor/run/editor_run_bar.h"
#include "editor/script/script_editor_plugin.h"
#include "editor/settings/editor_settings.h"
@@ -4073,14 +4074,8 @@ void CanvasItemEditor::_draw_viewport() {
RID ci = viewport->get_canvas_item();
RenderingServer::get_singleton()->canvas_item_add_set_transform(ci, Transform2D());
EditorPluginList *over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_over();
if (!over_plugin_list->is_empty()) {
over_plugin_list->forward_canvas_draw_over_viewport(viewport);
}
EditorPluginList *force_over_plugin_list = EditorNode::get_singleton()->get_editor_plugins_force_over();
if (!force_over_plugin_list->is_empty()) {
force_over_plugin_list->forward_canvas_force_draw_over_viewport(viewport);
}
EditorNode::get_singleton()->get_editor_plugins_over()->forward_canvas_draw_over_viewport(viewport);
EditorNode::get_singleton()->get_editor_plugins_force_over()->forward_canvas_force_draw_over_viewport(viewport);
if (show_rulers) {
_draw_rulers();