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- 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.
97 lines
4.2 KiB
C++
97 lines
4.2 KiB
C++
/**************************************************************************/
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/* editor_plugin_list.cpp */
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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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#include "editor_plugin_list.h"
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bool EditorPluginList::forward_gui_input(const Ref<InputEvent> &p_event) const {
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bool discard = false;
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for (EditorPlugin *plugin : plugins_list) {
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if (plugin->forward_canvas_gui_input(p_event)) {
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discard = true;
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}
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}
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return discard;
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}
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EditorPlugin::AfterGUIInput EditorPluginList::forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event, bool p_serve_when_force_input_enabled) const {
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EditorPlugin::AfterGUIInput after = EditorPlugin::AFTER_GUI_INPUT_PASS;
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for (EditorPlugin *plugin : plugins_list) {
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if (!p_serve_when_force_input_enabled && plugin->is_input_event_forwarding_always_enabled()) {
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continue;
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}
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EditorPlugin::AfterGUIInput current_after = plugin->forward_3d_gui_input(p_camera, p_event);
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if (current_after == EditorPlugin::AFTER_GUI_INPUT_STOP) {
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after = EditorPlugin::AFTER_GUI_INPUT_STOP;
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}
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if (after != EditorPlugin::AFTER_GUI_INPUT_STOP && current_after == EditorPlugin::AFTER_GUI_INPUT_CUSTOM) {
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after = EditorPlugin::AFTER_GUI_INPUT_CUSTOM;
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}
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}
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return after;
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}
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void EditorPluginList::forward_canvas_draw_over_viewport(Control *p_overlay) const {
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for (EditorPlugin *plugin : plugins_list) {
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plugin->forward_canvas_draw_over_viewport(p_overlay);
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}
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}
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void EditorPluginList::forward_canvas_force_draw_over_viewport(Control *p_overlay) const {
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for (EditorPlugin *plugin : plugins_list) {
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plugin->forward_canvas_force_draw_over_viewport(p_overlay);
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}
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}
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void EditorPluginList::forward_3d_draw_over_viewport(Control *p_overlay) const {
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for (EditorPlugin *plugin : plugins_list) {
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plugin->forward_3d_draw_over_viewport(p_overlay);
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}
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}
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void EditorPluginList::forward_3d_force_draw_over_viewport(Control *p_overlay) const {
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for (EditorPlugin *plugin : plugins_list) {
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plugin->forward_3d_force_draw_over_viewport(p_overlay);
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}
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}
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void EditorPluginList::add_plugin(EditorPlugin *p_plugin) {
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ERR_FAIL_COND(plugins_list.has(p_plugin));
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plugins_list.push_back(p_plugin);
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}
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void EditorPluginList::remove_plugin(EditorPlugin *p_plugin) {
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plugins_list.erase(p_plugin);
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}
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